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  • Custom Class Revamp

    *The following recommendation was made in order to improve the quality/balance of Dragon Nest monthly class revamp.
    *The changes were based on the latest KDN patch (July 2018).


    GENERAL CHANGES:
    1. AGI stat now increases Critical Damage by 1.75 for all class.
    2. INT stat no longer increases Magical Defense.
    3. VIT stat now increases both Physical Defense and Magical Defense by a set amount for all class.
    4. All debuff duration is raised to 20 seconds (Jeezus' suggestion).



    GLADIATOR
    1. Hacking Stance EX: [Special Attack] button is redesigned to unleash a sword storm (similar to Vengeance Storm in appearance). Sword storm damage is 1500% of Hacking Slash ATK.
    2. Finish Attack EX: Add 1 second cooldown reduction whenever main skills are used.
    3. Awakened Passive - Triple Slash: Reduce the delay between each slash; Hit count is reduced to 3 (zaequinx's suggestion); Slightly increase AoE; No change to total damage.
    4. Side Dodge: Add invincibility effect.
    5. Hyper Drive: Add 1 second cooldown reduction whenever main skills are used; Reduce drive distance by holding [Backward] button before each strike (LazyKhan's suggestion).



    MOONLORD
    1. Flash Stance: Increase action speed; [Normal Attack] will now produce 3 sword energy; Increase cooldown to 30 seconds; No change to damage per sword energy.
    2. Moon Blade Dance EX: Reduce delay after additional attack; Reduce additional damage from 70% to 30%; Reduce energy consumption to 10.
    3. Awakened Passive - Moonlight Splitter: Remove tornado and energy acquisition; Increase action speed; No change to total damage.
    4. Awakened Passive - Cyclone Slash: Reduce delay between each hit; Reduce cyclone duration.
    5. Awakened Passive - Eclipse: Add 4 seconds cooldown reduction effect for Eclipse.



    BARBARIAN
    1. Circle Swing EX: Rage point consumption reduced from 30 to 15; Enhanced Circle Swing can now be activated by holding [Normal Attack] button during Whirlwind; Slightly increases AoE.
    2. Class Mastery 2: Bone Crash INS is now used immediately without jumping motion.
    3. Class Mastery 3: Increase action speed for Demolition Fist.
    4. Frenzy: Enhanced Whirlwind now gives 5 rage point; Can be chained with Enhanced Circle Swing.



    DESTROYER
    1. Punishing Swing EX: Add 4 seconds cooldown reduction effect; Increase additional damage from 60% to 100%.
    2. Maelstrom Howl EX: Add 5 seconds cooldown reduction effect.
    3. Assault Crash: Increase damage by 50%.



    DARK AVENGER
    1. Piercing Crescent: Reduce hit count from 18 to 6 for each wave; No change to total damage.
    2. Soul Cutter: Reduce the delay between each slash; Add 1 second cooldown reduction effect for nightmare skills with each slash; Skill can now be canceled at any time with Tumble.
    3. Dark Suffering: Increase damage by 100%.
    4. Dark Crash: Increase charging speed by 50%.
    5. Class Mastery 1: Add 50% damage increase effect for Piercing Crescent with each subsequent use (50% and 100% additional damage for the second and third use respectively).
    6. Class Mastery 3: Remove charging speed increase; Add 20% damage increase for Dark Crash.



    SNIPER
    1. Siege Stance EX: Siege Charged Shot can now pierce through enemies; Reduce Siege Arrow Shower spread by pressing [Backward] button during skill activation.
    2. Sliding Shot: Obtain 10 Wind Arrows upon successful hit; Cooldown is increased to 20 seconds.
    3. Camouflage: Can be used immediately by pressing [Jump] button during Sliding Shot; Wind Shaft damage is increased by 20% for 10 seconds; Cooldown is reduced to 20 seconds.



    ARTILLERY
    1. Magical Breeze: Increase Final Damage from 35% to 40%; Magical Breeze heraldry is removed.
    2. Class Mastery 1: Add cooldown recovery (100% reduction) effect for main skills when Revolution Ballista is used.
    3. Cannonade: No longer consumes fatal arrow; the number of shells is increased to 9; Increase AoE.



    TEMPEST
    1. Binding Shot EX: Reduce shot spread by holding [Backward] button during skill activation (IJumpUJump's suggestion).
    2. Class Mastery 1: Add 1 second cooldown reduction effect for Spirit Boost whenever main skills are used; Attack power is reduced to 30%.
    3. Class Mastery 2: Divine Rage INS animation is shortened and damage is compressed.
    4. Awakened Passive - Spirit Boost: Add 30% damage increase for Double Somersault Kick, Spiral Vortex, Hurricane Dance and Punch Smash while the skill is active.
    5. Awakened Passive - Divine Rage: Replaces Awakened Passive - Wind of Recovery; Add 20% damage increase and invincibility effect for Divine Rage.



    WINDWALKER
    1. Eagle Dive: Increase damage by 25%.
    2. Blooming Kick: Increase damage by 25%.
    3. Cyclone Kick: Increase damage by 35%.
    4. Spiral Edge: Cooldown is reduced to 90 seconds.
    5. Rising Storm: Increase damage by 10%.
    6. Awakened Passive - Show Time: Add 30 seconds cooldown reduction.



    SILVER HUNTER
    1. Falcon Strike: Add light elemental attribute; Increase damage by 100%; 50% activation chance when main skills are used.
    2. Falcon Rise: Add light elemental attribute; Increase damage by 100%; 50% activation chance when main skills are used.
    3. Destruction Aria: Now usable in midair (DukiDuki's suggestion).
    4. Silver Hunter: Increase INT to Matk conversion from 12% to 20%.
    5. Class Mastery 2: Tornado Shot does not share cooldown with INS.
    6. Silver Hunter EX (A): Add 10% cooldown reduction effect for all main skills while Silver Hunter transformation is active.



    SALEANA
    1. Awakened Passive - Ignite: Increase AoE by 50%.
    2. Awakened Passive - Fever Mastery: Fever acquisition rate is increased to 50%.
    3. Summon Meteor: Enable free aim mode through mouse movement; Press [Normal Attack] button to conjure the meteor on the designated area.



    ELESTRA
    1. Freezing Field EX: Additional damage is increased from 60% to 100%.
    2. Frozen Spike EX: Additional damage is increased from 20% to 50%.
    3. Awakened Passive - Shatter: Increase AoE by 50%.
    4. Ice Barrier EX: Remove MP consumption.



    MAJESTY
    1. Awakened Passive - Gravity Mastery: Ball of Gravity duration is increased to 15 seconds.
    2. Awakened Passive - Charged Missile: Hold [Normal Attack] button to throw Charged Missile continuously every 2 seconds. Each successful hit will reduce Gravity Ascencion EX and Switch Gravity EX cooldown by 30%; Remove cooldown reduction effect for Gravity Ball and Triple Orbs.
    3. Awakened Passive - Teleport: Add 20% damage increase for Switch Gravity.
    4. Class Mastery 3: Redesigned to use Black Hole EX; Increase Black Hole damage by 20%; Remove Switch Gravity damage increase effect.



    GUARDIAN
    1. Class Mastery 1: Add 5 seconds cooldown reduction for Divine Avatar when Divine Ascencion and Divine Vengeance hit enemy successfully.
    2. Overwhelm: Add 90% damage reduction; Reduce delay for additional attack.



    CRUSADER
    1. Lightning Strike, Divine Combo and Divine Breaker maximum level is reduced to 11; No change to total damage.
    2. Judge Power: Reduce cooldown to 60 seconds.
    3. Judgement Hammer EX: Increase shockwave range.
    4. Awakened Passive - Divine Breaker: Add light elemental attribute.



    SAINT
    1. Immortality: Cooldown is reduced from 120 seconds to 60 seconds (Jeezus' suggestion); Increase duration to 5 seconds.
    2. Shock of Relic EX: Number of hits is reduced to 1; Increase AoE; No change to total damage.
    3. Class Mastery 1: Increase movement speed buff duration from 5 seconds to 10 seconds.
    4. Class Mastery 3: Remove Holy Bolt cooldown reduction effect; Blessed Sign is now conjured through Holy Bolt orb.
    5. Awakened Passive - Grand Cross: Increase sword energy size and reduce travel speed; Each hit now deals 100% of normal Grand Cross ATK.
    6. Awakened Passive - Holy Burst: Increase damage from 75% to 100% of Holy Burst ATK; Can be used with Antiphona Pool and Enhanced Antiphona Pool; Add 10 seconds cooldown reduction effect.
    7. Blessed Sign: Cooldown is reduced from 25 seconds to 20 seconds.



    INQUISITOR
    1. Avenging Wave: Changed to active skill; Can be triggered by using [Jump] button during any skill (WolfLover's suggestion).
    2. Shock Transition: Increase the electrocution rate of Charge Bolt, Lightning Bolt and Judgement Spear by 20% per skill level; Add 30% chance for lightning based skills to hit twice on electrocuted enemies and grants 1 lightning energy with each successful activation.
    3. Chain Lightning EX: Additional damage is increased to 100%.
    4. Awakened Passive - Detonate: Enhanced Detonate can be used manually by consuming 10 lightning energy (WolfLover's suggestion).



    ARCH HERETIC
    1. Execute: Debuff duration is increased to 20 seconds; Recover 2 CTC of Carnage upon successful hit.
    2. Evil Hand: Debuff duration is increased to 20 seconds.
    3. Carnage: Maximum CTC is reduced to 4; Increase cooldown to 5 seconds; Increase damage by 100%; Increase nightmare force acquisition to 5 per hit.
    4. Savage Attack: Cooldown is reduced to 15 seconds.
    5. Devastation: Nightmare force consumption is reduced to 20.
    6. Shield Smash: Now activated by pressing [Jump] button in midair; No longer a prerequisite for Chaos Shield (Skyros' suggestion).
    7. Cruel Rush: Reduce delay between each attack (up to 8 hits); Increase AoE; Increase super armor; Add 50% damage reduction effect.
    8. Arch Heretic: Increase STR to Patk conversion from 12% to 20%.
    9. Saw Blade: Cooldown is reduced to 18 seconds. (Skyros' suggestion).
    10. Class Mastery 1: Add 5 extra nightmare force when main skills are used.
    11. Class Mastery 3: Add dark elemental attribute for Divine Combo; Divine Combo cooldown is reduced to 9 seconds.



    ADEPT
    1. Class Mastery 2: Ice Beam INS no longer share cooldown.
    2. Magma Jump: Cooldown is reduced to 5 seconds.



    PHYSICIAN
    1. Mixed Infection: Cooldown is reduced to 15 seconds; Increase damage by 50%.
    2. Poison Cure: Reduce cooldown from 60 seconds to 40 seconds (Jeezus' suggestion).
    3. Poison Break EX: Additional attack damage is increased from 50% to 100%; Additional attack is now enhanced by infection from Disease EX.



    SHOOTING STAR
    1. Ping Pong Bomb: Increase damage by 500%.
    2. Splash EX: Increase damage by 50%; Can be used continuously by holding [Normal Attack] button.
    3. Class Mastery 1: Generate 2 additional ammo when Air Shot, Ping Pong Bomb, Cannon Blaster, Mine Thrower and Biochemical Missile is used.
    4. Awakened Passive - Cannon Blaster: Add 5 seconds cooldown reduction effect for Mine Thrower EX, Mine Thrower INS and Biochemical Missile EX upon successful hit.



    GEAR MASTER
    1. Chainsaw Tower: Additional damage is increased from 20% to 100% when hitting target from point-blank range; This change affects MM Chainsaw.
    2. Big Mecha Bomb: Cooldown is reduced to 15 seconds.
    3. Awakened Passive - Mechanic Mode: Increase Final Damage by 20% while this skill is active.
    4. Mecha Cannon: Increase damage by 50%.



    RAY MECHANIC
    1. Flick: Consumes 5 atomic energy to increase damage by 150%.
    2. Atomic Blade: Add 1 second cooldown reduction effect for Multiflexer upon every successful hit.
    3. Alfredo Frontier: Tumble can now be used in all direction.
    4. Class Mastery 1: Atomic energy and electricity acquisition rate is increased from 50% to 100%.
    5. Enhanced Alfredo Frontier (A): Cooldown reduction is removed; Increase Final Damage by 20% during Alfredo Frontier.
    6. Enhanced Alfredo Frontier (B): Reduce Alfredo Frontier cooldown by 15 seconds and increase cooldown reduction chance by 15%.



    SPIRIT DANCER
    1. Hammer Crusher: Enable free camera movement (SkitzoRoy's suggestion).



    SOUL EATER
    1. Cling Snake EX: Slightly increase action speed (Nimmienaticz's suggestion).
    2. Soul Liberation: Increase skill input time; Increase super armor; Add 50% damage reduction effect (Nimmienaticz's suggestion).



    ORACLE ELDER
    1. Chain Rush: Slightly increase invincibility effect duration (SkitzoRoy's suggestion)
    2. Position Shift: Reduce cooldown to 10 seconds; Slightly increase invincibility effect duration (SkitzoRoy's suggestion).
    3. Class Mastery 1: Add 1 second cooldown reduction effect for Flash Tempest when Sharp Hurricane is used.
    4. Class Mastery 2: Incessant Art activation rate is increased from 30% to 50%; Add small effect on character to signify Incessant Art buff (SkitzoRoy's suggestion).



    RAVEN
    1. Rain Drop: Maximum CTC is reduced to 2; Increase damage by 50%; Rain Drop now gives 2 Steal.
    2. Crow Storm: 50% chance to recover Crow Deadfall cooldown.
    3. Guillotine Cross: Steal is only consumed to strengthen skill; Enhanced Guillotine Cross does not share cooldown with Guillotine Cross; Reduce after-cast delay.



    RIPPER
    1. Mortal Blow: Maximum CTC is reduced to 2; Increase damage by 50%.
    2. Awakened Passive - Counterattack: Increase next skill damage by 100% upon successful dodge.
    3. Awakened Passive - Shadow Hand: Now recovers 1 CTC of Mortal Blow.



    ABYSS WALKER
    1. Nightfall EX: Increase damage by 200%; Add 20% damage increase effect when main skills are used within Nightfall EX AoE.
    2. Abyss Claw: Cooldown is reduced to 15 seconds; Last claw attack will pierce through enemies.



    LIGHT FURY
    1. Chakra Cure: Now moved to Light Fury tree; Summon clone to cast skill; Cure debuff every 2 seconds for 10 seconds; Cooldown is reduced to 30 seconds.
    2. Class Mastery 1: Remove Chakra Cure cooldown reduction effect.



    FLURRY
    1. Class Mastery 2: Reduce attack power from 25% to 15%.
    2. Awakened Passive - Headbutt: Increase activation rate from 25% to 30%; Reduce damage increase from 3000% to 1500%.



    STING BREEZER
    1. Class Mastery 1: Attack power increase effect is applied permanently.
    2. Flag: Increase action speed; Explosion damage for Piercing Spike, Spear Hand and Poking Beehive is increased to 400%, 350% and 200% respectively.
    3. Angelic Spear: Increase action speed; Hit count is doubled.



    RUINA
    1. Overboost (Attack): Duration is increased to 60 seconds; Increase action speed effect from 5% to 15% (Adhelaida's suggestion).
    2. Class Mastery 1: Add attack power increase by 15%.
    3. Awakened Passive - Overcharge: Add 5 seconds cooldown reduction effect (YuliyaLim's suggestion).
    4. Rock Fist: Increase action speed; Increase super armor (YuliyaLim's suggestion).
    5. Beast Rush: Enable free camera movement; Does not need to hit a target to trigger the motion; Increase action speed.



    DEFENSIO
    1. Overboost (Defense): Duration is increased to 60 seconds.
    2. Leap Over EX: Reduce charging time.
    3. Beat Down EX: Reduce charging time.
    4. Reverse Order: Increase input time; Increase super armor (Peabutt's suggestion).

    Last edited by NearLawlet; 08-03-2018, 07:40 PM.

  • #2
    SHOOTING STAR

    As sad as the shooting star's big nerf it would be great if the splash's damage would increase just a little bit, however I would recommend to implement the ammo recharge to generate additional 2 ammo per skill used to make the Splash be used more often, making it like a Gatling Gun, less damage but more dps.

    The Ping Pong Bomb is almost a ghost to shooting stars, its left in the gutter and forgotten by many in PvE, I think 500% damage wouldn't be enough for it to be good, I think its better if it has an additional effect, like additional hit per enemy dealt or something unique, that would make the Ping Pong Bomb more useful to Nests and Dungeons.

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      Uh, 500% additional damage means Ping Pong Bomb will deal 6x of current damage (471%) and each remaining bounce will increase the skill damage by 19% (24%).

      Ping Pong Bomb (multiple)
      471% * 6 = 2826% per hit

      Ping Pong Bomb (single)
      19% * 7 bounce = 133% additional damage; 2826% * 2.33 = 6584.58%

      Ping Pong Bomb EX (multiple)
      471% * 6 * 1.2 = 3391.2% per hit

      Ping Pong Bomb EX (single)
      24% * 9 bounce = 216% additional damage; 3391.2% * 3.16 = 10716.192%

      ^ This should be enough to make PPB relevant again, no?

      As for Splash... I've never believed that relying on a single skill is a good idea, as it would make for a repetitive gameplay which in turn reduce the appeal of that class.

      Hence I decided to reduce the focus on Splash even by just a little bit and re-distribute some of its former firepower into other forms (e.g better utility for Cannon Blaster, lower cooldown for Mine Thrower and stronger damage for Ping Pong Bomb).
      Last edited by NearLawlet; 06-16-2018, 01:47 PM.

  • #3
    GLADIATOR
    1. Hacking Stance EX: [Special Attack] button is redesigned to unleash a sword storm (similar to Vengeance Storm in appearance). Sword storm damage is 3900% of Hacking Slash ATK per hit.
    2. Awakened Passive - Triple Slash: Reduce the delay between each slash.
    3. Side Dodge: Add invincibility effect.
    4. Hyper Drive: Number of hits is reduced from 4 to 1 per drive; No change to total damage.
    1. Sword Storm. O.O That would be a good idea. But 379% x 39 = 14781%, isn't that a little bit overpowered? Not to mention Hacking Stance cooldown can be reduced with the cooldown reduction mechanism of gladiator, similar to Line Drive. If it has 25 seconds of cooldown, it can be essentially reduced to 6 seconds. Overall, I like this idea very much.
    2. Yes, and further boost the damage of Triple Slash.
    3. Yes.
    4. Hyper Drive: Possibly add a function similar to Line Drive when holding "back" key.

    Overall, it would be a nice boost, but it would not be enough for Gladiator to shine. And DN will realistically never be able to reach the equilibrium point where "All dps classes are equal in strength.". One will always surpass the other/s. Frankly I see it as their way of "making profit" by practically forcing players to bandwagon to overpowered classes.

    Comment


    • LazyKahn
      LazyKahn commented
      Editing a comment
      Yes. Any form of cooldown reduction for Finish Attack EX and Hyper Drive would be great as long as it can be reduced considerably. -1 second per use of main skill would work too.

    • LazyKahn
      LazyKahn commented
      Editing a comment
      Update: According to kDN skill simulator, Hacking Stance EX currently improves Hacking Stance's damage by 240%. So you might want to change it again.

    • NearLawlet
      NearLawlet commented
      Editing a comment
      I have checked the simulator, but I've never seen nor heard of the news about Hacking Slash EX attack being raised from 170% to 240% in any KDN patch. Need further confirmation on this.

  • #4
    STING BREEZER
    1. Flag: Increase action speed; Explosion damage for Piercing Spike, Spear Hand and Poking Beehive is increased to 400%, 350% and 200% respectively.
    2. Angelic Spear: Increase action speed; Hit count is doubled.

    I personally agree with this.
    Flag = Not my IDEAL spear detonator. Damage sucks compare to other detonators.
    Angelic Spear = I dunno if this skill exist. I don't use it often unless I am fighting big bosses for this to do bigger / better damage but in overall this is a good skill for any kinds of bosses but casting time is duh.
    Last edited by Nimmienaticz; 06-16-2018, 04:58 PM.
    Always look straight to your goals, conquer them all and have fun.


    Comment


    • Nimmienaticz
      Nimmienaticz commented
      Editing a comment
      Hmm ..

      If I were the dev/class-developer, I'll replace some of the skills


      Change [Angelic Spear] into a new buff:

      Skill Name: [Longinus Spear] or [Holy Lance]
      Skill Type: Active/Buff
      CD: 30 seconds or less
      Skill Description:
      Reduces spear skills cooldown to 30%.
      Increases its damage by 25%.
      [Magical Spear Skills] Action speed increases by 10%.
      Consumes 1 [Energy] every 3 seconds.
      Duration: 20 seconds


      and then


      Remove CM1 [Energy] as well as change [Awakened Poking Beehive] into

      Skill Name: [Magical Spear Fragments]
      Skill Type: Passive
      Skill Description:
      Detonated Spear Hand, Piercing Spike,& Poking Beehive will drop spear fragments.
      [Spear Fragments] lasts 15 seconds after detonation.
      [Spear Fragments] reduce all spear skills cooldown by 2 (stackable cooldown reduction)

      Gains 5 [Energy] when [Spear Fragments] are attained.
      Instantly Gains 20 [Energy] when [Longinus Spear] / [Holy Lance] buff is used.
      Loses 2 [Energy] when [Magical Spear Skill] is cast.
      Changed Max [Energy] to 30.


      PS. My ideas sounds ridiculous but I want to retain SB's gameplay difficulty and make her more challenging.

    • NearLawlet
      NearLawlet commented
      Editing a comment
      I still don't quite get it; if Longinus Spear/Holy Lance buff consumes 1 Energy every 3 seconds (and casting this skill will automatically grant 20 Energy or 1 minute buff), what was that 20 seconds duration for?

    • Nimmienaticz
      Nimmienaticz commented
      Editing a comment
      As per my scratch stuff:
      Longinus/Holy Spear Buff : duration lasts 20 seconds. but loses 1 energy every 3 second. 30 second cd
      Magical Spear Fragments : instant 20 energy but loses 2 energy per spear skill cast. gain 5 energy per fragment.

      What i think about here was, 20 seconds is enough to spam all spear skills, and energy is for prohibiting to cast more spears after.
      I haven't tried computation yet. Hahahahahahahahahaha ~ My bad~ :<

      [PS. I am obsessed with Black Mara's bubbles and contracts use]
      Last edited by Nimmienaticz; 06-17-2018, 05:40 PM.

  • #5
    Here's my idea for Arch Heretic boost (or a small rework)

    Execute
    -
    Debuff duration increased from 10 -> 20s
    - CD increased from 8s -> 10s
    - Damage increased by 50%
    - +20% ActSpd under Transformation

    Evil Hand
    - Post-cast delay reduced

    Savage Attack
    -
    CD decreased from 25s to 16s
    - Post-cast delay reduced

    Carnage
    -
    CTC stacks decreased from 20 -> 5
    - CD increased from 1s -> 4s
    - NM Force generated increased from 1 -> 2

    Evil Stain
    - Current effect removed
    - Successfully hitting Main Skills (Execute, Evil Hand, Carnage, Savage Attack and Sawblade) generates 2 NM Force per cast (not per hit)

    Soul Steal
    -
    HP Absorption effect removed. Heals by 3% of Max HP when hit successfully
    - CD increased from 12s -> 15s

    Shield Smash
    - Toggled by Jump Button in mid-air (this sh*t ruins wall combos in PvP)

    Chaos Shield
    - Cast-time decreased (same hit count and damage)

    REWORK CRUEL RUSH FOR GOD'S SAKE

    Arch Heretic

    - STR to Physical Attack bonus increased from 12% -> 15%

    Sawblade
    -
    CD decreased from 30s -> 18s

    Enhanced Buff [Pain to Gain]
    -
    NM Force Generated increased from 50 -> 60

    Class Mastery 1
    -
    Land Corruption grants double NM Force Generation when under it (Does not affect Pain to Gain)
    - Land Corruption buff lingers for 3 seconds

    Class Master 3
    -
    Sawblade additional damage increased from 80% -> 100%
    - Sawblade can be thrown without using Divine Combo's Normal Attack
    - Divine Combo CD reduction increased from 5s -> 6s
    - Divine Combo changes to Dark Attribute

    Personally, I think that AH's repetitive gameplay (coupled with it's long ass CDs) is one of the reasons why AH is so unpopular. Carnage-spamming for 70% of the whole run gets boring FAST. While AHs have good skill board damage, the long CDs make it weak. This also answers the issue of the new Devastation's 90 NM Force requirement to cast. Land Corruption's new effect makes it that Devastation is to be casted last after you've expended all of your skills for bubble generation.

    SUGGESTION: Make Cruel Rush have Deadly Blow's current animation (together with the i-frame) and give Deadly Blow a new animation that fits the name (maybe a rip-off of Guardian's Divine Vengeance or CM3 Shield Blow) so that CM2 is fully utilized. More often than not, Deadly Blow is casted as an escape skill, not as a nuke.

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      I agree with some of your proposed changes (particularly about Cruel Rush and Shield Smash), but don't you think Divine Combo cooldown should be synchronized with Saw Blade?

    • marzial09
      marzial09 commented
      Editing a comment
      With shield smash AH can't do the wall combo that clerics can do in mid air so agree to that....or just replace that skill all together along with cruel rush. Would be nice if cruel rush functions like shield charge with deadly blow SAB and animation......and agree to that 2 NM force per hit...the new devastation that requires 90 NM force to use fully will really benefit from that

    • Skyros
      Skyros commented
      Editing a comment
      I think putting Divine Combo at 9s makes it a good filler skill after casting Devastation with a potential 4800% board when casted successfully. It's half of Sawblade's proposed CD, so it should be up at the right time supposing you've done a certain skill rotation.

  • #6
    GENERAL CHANGES:
    1. AGI stat now increases Critical Damage by 1.75 for all class.
    2. INT stat no longer increases Magical Defense.
    3. VIT stat now increases both Physical Defense and Magical Defense by a set amount for all class..
    I Agree with this.

    TEMPEST
    1. Class Mastery 1: Each successful hit of Divine Rage will reduce Hurricane Dance cooldown by 1 second; Divine Rage will also leave a lingering Vortex Orb to attract surrounding enemies.
    When you mention "attract surrounding enemies", do you mean to say it has provoke effect? or just suction effect?
    Also, as much as HD is like the signature skill of tempests, it's casting time is just too long to justify the low damage.
    I am thinking along the lines of reworking Divine Rage instant to make it really instant. Cast Kickshot > DR animation is shortened to just the kicking portion, while the entire damage is condensed into it.
    1. Binding Shot EX: Debuff duration is increased to 20 seconds.
    The debuff duration increase will eventually come, seeing how they are doing so for other class's debuff skills.
    I am more interested in making bindshot more dynamic. AKA, the multiple strings that shoot out from bow, each string should deal individual damage.
    As a result, proper positioning and pilot skill will play a role in determining how much damage you deal with bindshot, as well as target's size.
    1. Spiral Vortex EX: The wind will linger on the field as a Vortex Orb to pull surrounding enemies; Increase AoE by 50%.
    I do not think spiral vortex EX aoe is a matter that needs rework. I do feel that its rather small and needs improvement, but not as much as other parts.
    1. Hurricane Dance EX: Increase damage by 200% when Hurricane Dance EX hits Vortex Orb; Hurricane Dance can be used immediately by holding [Normal Attack] button after Spiral Vortex EX or Divine Rage.
    Once again, HD ex damage is just too low to justify its long cast time, short reach. As it stands, DR has a total hit count of 25 hits, which would completely cd HD with your first point.
    This would turn tempest rotation into a repetitive HD > DR > HD > DR, which i honestly feel is rather boring and not representative of the dynamic class that acrobats are.
    Also, considering that DR and HD are the 2 skills with the longest cast times, the total damage they deal will even lose to our current rotation even if you increased HD ex damage to 300%.
    Not to mention that HD ex has ridiculously short reach and cannot hit many types of bosses (example when Green Dragon is flying at the map edge), so concentrating the damage increase around a situational skill like HD will not help tempest dps at all.



    That said, my own suggestion would be:

    TEMPEST

    1. Class mastery 2: When kick shot is used, Divine Rage casting animation is shortened, and damage is condensed. (Similar to ww's Rising storm > CK exi combo)

    2. Bind shot ex: Each string of bindshot deals individual damage (of course, damage of bindshot will be reduced to compensate). Player can hold down back button when casting bindshot to reduce the Cone size and concentrate all strings in a tighter cone as well as further frontal reach.
    (they did a similar thing with ML's crescent cleave, so i believe its doable)

    3. Increase Max AirCurrent from 100 to 200. Reduce Air Current Cost of Punch Smash from 50 -> 40. Increase passive air current gain from 2 - >5. Increase Air Current gain from spirit boost from 8 -> 15 (Meaning, gain 20 air current under SB)

    4. Increase Punch Smash damage, DSK dmg, DR damage. (Around 30-50% should be sufficient)



    But i do commend you for trying to compile this long list of suggested changes. I think it is a good platform for people to raise what they feel can be improved about the class they play.
    Keep up the good work! =D
    Last edited by IJumpUJump; 06-17-2018, 08:58 PM.

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      1. Attract = suction effect, not provoke. My apologies for not making it clear.

      2. Personally I feel Tempest is lacking in area skill, which was why I suggested for Spiral Vortex increased AoE.

      3. Nice suggestion for Binding Shot EX. Will add that to my list.

      4. It's unfortunate, but I see your point about Hurricane Dance being hard to use in certain condition (thus making it not suitable as the main focus of Tempest boost). I will revise my suggestion regarding this skill.

  • #7
    INQUISITOR
    1. Shock Transition: Increase the electrocution rate of Charge Bolt, Lightning Bolt and Judgement Spear by 20% per skill level; Add 30% chance for lightning based skills to hit twice on electrocuted enemies. I'm fine with this.

    1. Chain Lightning EX: Additional damage is increased to 150%. An Add-on of "Holding S to shoot 3 Lightning bolts forward" (Similar to DN M). This is particularly useful for single enemies which is most of the time. But due to my suggestion below, the additional damage should be reduced to 70%.

    1. Awakened Passive - Detonate: Increase activation rate to 100%; Remove damage increase. I disagree on removing the damage increase as there are times where the Awakened Passive Detonate is able to somehow activate most of the time as well, I feel that Awakened Passive Detonate should have their second hit ready(With the electrocution and additional 50% damage) when Inquisitors have a set amount of [Inquisitor Bubbles] (Which is shown at the buff status when Detonate: Enhanced is activated and is currently set at 1/1). For example: Every time an electrocuted enemy gets re-electrocuted, gain 1 bubble. When the player gets a total of 10 bubbles, they are able to use the Enhanced Detonate and 10 bubbles. This will change the playstyle of Inquisitor as well - Just my opinion, though...


    Another suggestion:
    [Awakened] Consecration: Press on [Consecration] skill when [Consecration] is active to explode it manually. - The reason for this is because it will be useful for mobile enemies that always run out of Consecration, when the sign that an enemy is running out of the circle, the player can press Consecration to deal the additional damage of 100% from Consecration EX to explode before the end of its duration.

    Class Mastery 3 guide with some details
    Edited as of 28/11/2017

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      So, keep Enhanced Detonate as it is (50% chance and electrocution bonus) but add bubble function to trigger this skill at 100% chance? Similar to Flurry's Enhanced Spinning Skewer?

    • WolfLover
      WolfLover commented
      Editing a comment
      Yup, that's the idea that I was thinking in order to solve the problem of damage consistency with the awakening.

  • #8
    some of my suggestions
    I know most of people here just want their Main class to be OP as f*k so most of suggestion is just Positive side
    but I m posting balanced opinions here

    also good luck with this thread , dunno if ED will even check this but I will help sharing this over my page , hopefully get more attention

    General ->
    Debuffs :- Increase Duration of Elemental /Dmg / Crit Debuffs to 30 secs and cooldown 10 or 20

    Agi giving cdmg -> sorry but have to disagree on that , agi classes already have crit which is hard for str or int classes , now giving them cdmg will just make them next level
    Goal of 95 cap is not to give all stats to all class , thats why dev already said he increased stat cap hugely so not everyone have capped stats

    Int to mdef removal -> again have to disagree becoz , Int to m def was already nerfed long ago , if they kept original values maybe nerf was needed

    Vit giving m def -> now this is just greedy part sorry


    Saint ->
    Immortality :- change cooldown 180 to 60 secs or atleast 90 , and duration is only 3 secs really , come on now ( and fix its description for our server thanks LOL )

    Wand mastery passive :- remove this skill already thanks , and give 5% attack more to CM2 of Saint and since Inqui has high self attack % already

    Blessed Sign :- Reduce casting duration since skill takes so much time to do full dmg and maybe boost its dmg bit small amount ( something like Lethal Torture of BP revamp )

    Blessed Sign Cm3 :- change it into Damage over time and remove long casting so you can use other skills right after using cm3

    First Aid Passive :- Nerf this skill its too strong already with current or future gears / if possible send it to some awakening passive

    Cure Relic EX :- since skill CD was changed , Movespeed buff duration is still old short duration so if possible increase its duration to 20 or 30 sec

    Moonlord ->
    Cm 2 :- Change HMS back to Shared Cooldown , Normal HMS is really annoying to use / also boost HMS dmg after that

    Smash X :- Nerf skill board % and for god sake change skill to Range dmg -> Change the X to a superfast projectile for medium range
    [ there is Dragonfly Smash X skill coming for Forest Dragon weapon anyway so hoping for that ]

    Flash Stance :- I agree with ur suggestion , they should revive dead skills atleast make them somewat useful in emergency

    Phys ->
    Poison cure :- change CD 60 secs to 30 secs

    Poison Break Awakening :- Add back Right Click option which Heals party members maybe 10% heal also make it consume 10 bubble or something


    Crusader ->

    Main problem for now is SP shortage , Cm1 need lv19 Lightning Strike , cm2 need lv19 divine breaker , cm 3 need lv19 divine combo , so please fix that SP problem alteast from 1 out of 3 skill

    Judge Power :- Either change cooldown to 60 secs or add CD reduce effect when used main skills or instants


    and some more classes which are under-performing needs some real catch up









    Last edited by Jeezus; 06-25-2018, 04:31 AM.
    Follow my Page for Latest Info on DN and Datamine info
    www.facebook.com/JeezusDNSEA

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      Personally, I find it unfair that INT class has Mdef advantage over STR and AGI class. Especially if you were to consider that none of tanker class (Destroyer/Guardian/Defensio) uses INT. That's why I decided to move Mdef bonus to VIT.

      AGI classes have been suffering from the least gain per stat (lowest critical per AGI, lowest critical damage per STR/INT) for so long. This, combined with the recent nerf to SS/GM/RM/Ruina has left AGI stat to be less desirable than ever. Hence I suggested to have AGI stat improved by giving it some critical damage (to a lesser extent than STR/INT, which gives 3 critical damage per point).

      I understand that everyone can have their own opinion which makes it harder to have a mutual agreement. Nevertheless, I appreciate your continuous support. Your suggestion regarding Saint and Physician skills is particularly helpful.

    • aberkadaber
      aberkadaber commented
      Editing a comment
      ever since the mdef nerf; mdef from int is barely noticable
      I also think that it is quite unfair that sub stat agi or str can still give Patk; it's quite noticable- one reason that crusader's when min-maxing are now reccommended to build Str

      Phys ->
      even with a 15 bubble cost 10% hp every 10-12s is quite op

  • #9
    I was going to do something similar... *guess too slow**. I would like to add:

    General Changes:

    Please increase all ultimate skills damage ridiculously and gives them like 3.5 min or 5 min of CD if need as long as they hit like a truck and have full iframe. Ultimate skills are not even near what they should for being called like that, most of them are just ocassional a** savers/No useful buttons left except for some more or less Ultimate dependant which might need a bit more work.

    Please make willpower fragment obtainable with other points rather than only master-apprentice ones, it is a marvelous buff and it feels like a must to bring it everytime with you, it improves the whole gameplay of a class, x2 when there's a Lancea in the party, even if it's subjective it is just too fun to play every single class like this.


    Gladiator:

    I think -1 CD for FA whenever main skills are used is a bit too much, I think it shouldn't be a so spammeable skill similar as it was at 90 cap (if I'm not wrong) with FA every 5s, I'm sorry but I don't see what's the point of the skill being called Finish Attack if can be that spammeable.


    Sniper:

    Can't properly tell if this Sliding Shot revamp would be good or bad, I know I wouldn't like it with the actual sniper Gameplay tho, would need to wait until the last revamp comes next patch.


    Elestra:

    Please make Glacial Wave something useful, Flame Spark and Ignite to CM2 and Awake Passives respectively, Frost Wind and Shatter to CM2 and Awake Passives respectively, Phoenix Storm to Sally's CM2, make something similar with Glacial Wave, when Glacial Wave hits it resets the CD for Chilling Mist or Freezing Field or Ice Sphere (tho with this would be 5 spheres) as long as it's not a skill fooling around at the Elemental Lord's Skill Tree for no apparent reason only needed at least at lvl 1 to learn Shatter.


    Smasher:

    Please make Force Shield an active or at least a way that Majesty can get the buff without needing to get hit and by rate. Something like Brave works for Swordmasters.

    Please make Force Mirror an indivual skill from Force User's Tree, instead Smasher will have New Skill: Linear Eye or Eye Laser (I know right, marvelous names) 60s CD, 28s duration, It is an eye that will follow enemies around the Sorc and it will shoot lasers constantly (similar to her ultimate Eraser and Ice Palm from Adept). *My Wonderful Original Name* EX it will summon 2 eyes and the duration will get increased to 40s.


    Majesty:

    I would rather have no force missile awake anymore but don't know what to add, same with teleport awake, I think it's pretty weird and awkard to make it hit, might as well reduces Switch Gravity CD by 5% or 10% whenever Teleport is used. Maybe make Black Hole instant to cast too.

    Please increase Summon Comet action speed.


    Guardian:

    I would like to remove Shield Charge awake, can't see how this can be good, Shield Charge dont deal a fu of damage and it reduces the distance which is what Shield Charge was good for in first place, would rather have Divine Vengeance awake, make it charge the hit or make it hit twice and increase the aoe, that or Divine Ascension awake, when the light energy hits it will cause an explosion that have 500% of divine ascension ATK or Iron Will awake, buff can be shared with allies for 30s as long as it's not Shield Charge Awake.


    Shooting Star:

    Please make Alfredo Drill don't just pass trough bosses if too close or at least make him invencible when casting drill or both if it's not too much to ask.


    Gear Master:

    Sadly I can only talk for pve, there's no place I can think where Gravity Grenade awake would be useful, if you ever want to your towers to hit a specific target just use tower recall, at nests there's only 1 boss per stage and at dungeons not really necessary even talking about low geared GMs, at least make it increase tower or ducks damage for a certain duration, might be both, please.

    Please remove post delay when casting Tower Recall and make it able to cancel with tumble.

    Please increase action speed for cannon tower and ice pum tower.


    Adept:

    Please make that Magma Wall allows to just pass through at least in pve since the pillars can be very disruptive, specially when partying meelee classes.

    Please increase Alcohol damage and as well/or the explosion when combined with Icing Mass, overall useless skill.


    Ripper:

    I would rather not have the counterattack awake passive anymore, I think it would be way better a Flame Locust awake, make it 1 kick but increase aoe and damage or Shift Blow awake, make it 1 punch like Punch Smash from Tempest or make it 2 punches, like Shadow Hand but shorter and faster as long as it's not a sort of tumble awake, please.


    Flurry:

    Please make Rushing Blade an active, happened with Mind Breaker, happened with Poison Charging, only Rushing Blade left so we don't need to spend our tumble.

    Please make Evil Punisher to re-give the buff whenever 1 ​​punisher explodes but reduce the damage boost to 10%.

    I would rather not have headbutt awake anymore, there's no time to fit that in the rotation unless you have a very wide dps window​, better to just make Shutter Bounce awake which makes a lot more sense just cause Shutter Bounce being an at least Piercer skill, bonus points from being at Flurry EXs, make it so it's only 1 hit and faster or remains the 2 hits but make it faster, increase it's damage and reduce CD from 12s to 10s or and/or increase debuff duration to 20s​​​, that or Stab Screw awake, make some kind of tornado, as long as it's not headbutt or even lancea tree skills, piercer skill awake passive is what she should have got at least, not headbutt, so please make it happend.

    CM2 was already decreased from 25% to 15% in the last patch.

    No time for Spinning Swing either, please make it chargeable and hit with at least 75% of total damage or something similar.

    Please make vulnerable effect individual so if there's 2 Flurry at the same party they don't need to fight for it, unless this could decrease class diversity which I can understand but doubt would be enough to not make this a thing.

    Please improve Bifrost, might add instant landing by pressing left or right click after Bifrost since it let you too much vulnerable after casting it for no apparent reason.


    Sing Breezer:

    Please make her skills don't get bugged so people with green ping can have no issues and people with yellow ping can at least play her.


    Ruina/Defensio:

    Please reconsider the last balance, based on a Ruina DPS comparison video before and after the patch the difference in dps was around 60% of DPS lost.

    I would rather to decrease Overboost CD to 45s or even less, tho the duration increased would be fine since would let Ruina relax for a bit, is not really an issue since awake, the problem is when you get suddenly debuffed and Overboost is on CD. Never really understood why Ruina don't have 45s CD and 15% action speed for Overboost as Defensio, not to say Defensio have Repair and this is even before awake, I wanted to believe it is cause Defensio is supposed to be a tank somehow but even so I think Ruina seriously should have at least those 15% action speed too. In conclusion, please increase Overboost duration for both and make both have the same CD, afterall both can't do a fu without Overboost on.

    Please make duck reduce 100% CD of Gear Step or bring back the Skill up heraldry for duck since this can significantly increase gameplay for Machinas.
    Last edited by Adhelaida; 06-26-2018, 12:57 AM.
    IGN: Adhelaida, KasumiDesu.

    How To Defensio PVE Guide Cap 95

    Comment


    • MilleFiyu
      MilleFiyu commented
      Editing a comment
      Yah i agree to the Flurry's Awakened Headbutt change, but what i want to see is a Lollipop Chups Awakened

    • marzial09
      marzial09 commented
      Editing a comment
      And the fact that there are bosses who's attacks go thru iframe makes the tumble awake really retarded and would just get you killed

    • marzial09
      marzial09 commented
      Editing a comment
      Plus if u succesfully tumbled from an attack with debuff on it you get the debuff aswell wtf :v

  • #10
    NearLawlet cannot use photo as reply so yeah here it is.


    Click image for larger version

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    Comment


    • Knee
      Knee commented
      Editing a comment
      We know about this but there's nothing in the patch notes suggesting there is an increase in damage for Hacking Stance.
      If you can find the actual patch note or in game screenshot with damage comparison, that would be great.

      At this point, it's either a ninja patch or a bug in the simulator.

    • LazyKahn
      LazyKahn commented
      Editing a comment
      Either that or it has been ninja'ed like a lot of stuff. I do not have the means to test it myself though.

  • #11
    Like to add on for priest

    Avenging Wave is changed to active skill. Can be still used to same way.

    reason:
    As priest as to still get hit in order to use it, it still has a lot of risk involved. As for Inquisitor side, double normal hits sometimes do not work and causes avenging wave to still cancel as well.

    but the normal x2 hits, judgement spear and lightning storm trigger on spacebar should retain nonetheless.

    this change will allow the player to use the skill off cooldown much easier than compared to now.
    Class Mastery 3 guide with some details
    Edited as of 28/11/2017

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      Added to suggestion. Thank you for your input.

  • #12
    This is very interesting

    As a Physician Player, I agree to these changes.
    Also I would like to add this if you mind ^_^"

    Injector Ex: Apply action speed buff on the Physician herself (not sure if this is a bug that the Physician didnt get the buff effect eventho she get the pink aura)

    Poison Charging Ex: I-frame skill, able to click while casting any/some skills to cancel or dodge (since the skill is now active)

    Poison Break Ex: Right Click function return, gives additional 3 or 5 bubbles (the right click function will also fasten the skill casting that will also put the Physician out in danger since the skill must be finished to tumble)

    Slime Pool: Increase the number of slimes from 6 to 12 or 15 (the old effect of the Poison Strike is to generate 2 Slime Pools that will summon 12 poison slimes, so its kindda "meh" now)

    Last edited by MilleFiyu; 07-08-2018, 04:17 AM.
    MilleFiyuKathrissFiyurisslKofuku

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      I could add your suggestion for Injector EX and Poison Charging EX, but I'm still contemplating on the latter two.

  • #13
    Moon Lord
    1. Crescent Cleave = instead of blades, change it to walls of cyclones instead.
    2. Flash Stance = instead of blades, change each attacks to cyclone instead.
    3. Half Moon Slash = cyclones will be created under the units hitted with the second attack.
    4. Moon Blader = instead of blades, normal attacks generates cyclones instead.

    Also pls apply these changes for PvP too.

    Comment


    • NearLawlet
      NearLawlet commented
      Editing a comment
      Personally I'm not too fond of cyclones... I know they have the ability to lift enemy and hit twice, but they're just too slow. And it seems inappropriate for 'Moonlord' to spam cyclones instead of, you know, moon-shaped sword energy...

      I will consider your suggestion if other ML players find them plausible. For now though, I'll be looking through other ways to improve this class.

    • GXSCC
      GXSCC commented
      Editing a comment
      I agree with NearLawlet, because it would be ridiculous if moonlord created so many cyclones there he would lose his "Moonlord" name. In addition, if they did, they would have to change the skills animations that you mention so that they go according to the cyclones.

  • #14
    Some suggestions for Saint:

    1) General: Remove collision with Relics and provide a permanent invincibility effect to all Relics (basically like GM Towers). Reduce Relic drop time by half.

    2) Class Mastery 1: Change the +MoveSpd effect into +ActSpd effect (maybe 15-20% for 5s). This would make Saints be able to reposition or cast skills faster.

    3) [Awakened] Grand Cross: Increase damage by 100%. Change projectile animation into old GC v2 from Inquis (moves slowly and has a larger projectile). Increase cast speed for Enhanced Antiphonary Pool.

    4) Class Mastery 2: Change trigger skill to Grand Cross.

    5) Class Mastery 3: Holy Bolt leaves an orb after cast. Casting Blessed Sign in succession causes the orb to serve as the 'center point' of the Blessed Sign AoE. Blessed Sign deals increased damage. (Basically the Orb casts Blessed Sign instead, the character only does the starting and ending animation like new Lightning Storm)
    Last edited by Skyros; 07-14-2018, 05:24 AM.

    Comment


    • #15
      Hi, Barbie main here (Yes I know he screams alot but I love it ), these are my thoughts:
      1. Circle Swing EX: Rage point consumption reduced from 30 to 15; Enhanced Circle Swing can now be activated by holding [Normal Attack] button during Whirlwind; Slightly increases AoE.
        -I find the first part of this nice, and the second part will make way for new interesting combo rotation/patterns
      2. Class Mastery 2: Bone Crash INS is now used immediately without jumping motion.
        -PLEASE DONT remove the jump motion from Bone Crash INS, as a player who mains barb, there is hardly any jump skills that we have to dodge stomp mechs while still deal dmg (aside from the normal bone crash) with the nature of labyrinth where you have to squeeze every second possible dealing damage to the boss, the animation of Bone Crash INS is already fast enough to be a problem dps wise, taking away the jump motion will actually take away utility and play potential from the class.
      3. Class Mastery 3: Increase action speed for Demolition Fist.
        -Also interesting, but might lead to more problems which I will share below.
      4. Frenzy: Enhanced Whirlwind now gives 5 rage point; Can be chained with Enhanced Circle Swing.
        -Same comment with no. 1

      Now lets talk about where Barbarians actually can be tweaked to be made better.

      1. Barbarians no. 1 problem is not slow skill animation, thats part of their nature and playstyle, what they suffer from greatly is cooldowns, and poor scaling with party/raid buffs and premium buffs such as the premium stone. Even with the best thought out rotations, Barbs are left with 5-7seconds of dead time in raid parties (GDN) or high labyrinth floors with Harmonize + Premium stone because theres simply
      no more skills to use :/ and with how things are its not worth using destro main skills as filler as they even more slow.


      2. Unlike their famous counterpart class Moonlord, which can spam MBD every few seconds, with no requrement to hit skills to cast (compare demo fist, overtaker) or the Gladiator which has Evasion slash to reset cooldowns of certain main skills, instead of Awakened Demo fist only reducing its OWN cooldown if it hits enemies, why not add an effect where awakened demo fist reduces the cooldown of ALL the EX skills by ONE(1)s so hitting both demo fist will reduce CD of main skills by a total of 2s. I think its not gonna make Barb OP or broken or such but this will add more depth to the class, (if this is implemented barb users have to make sure they hit their melee skill aw demo fist ex or their screwed) as well as have more options in raid parties. In before the revamp, barbs had a 6s CD on empowered whirlwind to charge fury while at the same time fill time for main skills to go off cooldown, now that thats gone and with empowered whirlwind on a longer cooldown, using it as a cooldown filler is not as effective as it was. If Demo fist cooldown is too much, maybe adding the effect to Bone Crash and Bone Crash INS is not bad either. I just think that there should be a cooldown reducing skill for barbarians too.
      Thank you for reading, Im still bandwagoning that Mercenaries are the true warriors! ^^v



      Comment


      • CraigG
        CraigG commented
        Editing a comment
        Hi Sir, pls pls pls yes, thats a wonderful tradeoff overall! Barbarians wont be a braindead spam all skills you have available in nest/raid anymore... atleast now there is actual management of skills as you would want to use your main skills first, then use the Cooldown reducing skills while charging fury at the same time to prepare for the next rotation. cough ecs. ^^) looking forward to this

      • NearLawlet
        NearLawlet commented
        Editing a comment
        Please remember that this is only a suggestion thread. It's up to developers whether they would implement this or not.

      • CraigG
        CraigG commented
        Editing a comment
        I understand, hoping for the best
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