Bosock
04-06-2007, 12:08 PM
<p>Now i play and enjoy the game...i thought at first the game lacked diversity in the classes and races (still with races) and was very pleased to see the development of AA's. However, the AAs for the classes lead me to beleive they do not have defined expectations or ideas on what the specific classes should be. On some of the AAs, i think the developers just got tired and threwout anything...here is an example of the point i am trying to make.</p><p>Druids, clerics and shaman...I do like the idea that they all have unique ways of healing...now the druid seems to be developed as a magical healer with the ability to do some damage and adequately heal while lacking some of the buffs the other healers have...hence power for utility. Shamans lack DPS, do well at healing and are extreme buffers...clerics basically the same as shaman with the inq getting a little extra damage ability. Now AAs come along...Druid class becomes a mess...they stay true with furies with the nuke and heal concept...wardens they develop into melee wardens...this class is setup in leather armor and have roots...and they go melee...now the shaman who has chain and wards 9dotn believe they have roots) get a pet...wouldnt it have been better to stay with a theme and given the warden a pet for dps and make the shaman melee oriented....in fact i think that they should have developed a general theme for the three classes and allowed you to very percentages of the underlying general abilities like this (outlined below)...with utility being buffs, stealth, power regen, etc</p><p>Druid (healer 65 - mage/spells/pet 25 - utility 10...the numbers are thown out and should be tweeked by testing) you set the fury up as a wiz/war with the typical nuke until they glow....you set the warden up with a pet (necro/conj hybrid) for them to select high damage with some utility or even damage and even utility...you give both the oppurtunity to define themselves within these parameters with AA development...more utility,DPS or more healing potential.</p><p>Clerics the plate priests (65 healer - 25 melee - 10 utility...again the numbers tweeked) this guy wears plate...if you are going to develop a melee oriented priest this should be it...have one more focused on group attacks and the other single...allow the AAs to allow for procs on there melee attacks, or utility procs...give the player the oppurtunity to adjust the numbers above to improve there healing, or DPS or untilitywith AAs.</p><p>Shamans (65 healer - 25 utility - 10 DPS) have them unique with ranged attacks (spear thrower or something)...make them VERY defensive and very tough to take down due to debuffs and wards while providing them with the least damage potential....but allow AAs to rearrange the numbers so the player can specialize his shaman the way he wants...say he wants dps...he might be able to bring his dps to the lvl of a cleric or druid who focused on utility or improving healing with no aa's spent in dps. </p><p>This is just a general thowout idea to basically make a point...classes should be well defined and AAs should be used to specialize or provide uniqueness in that defined roll...i still dont understand why necros...a solo machine was provided healing ability...you no longer need a group with that one and they still outdamage most...dont nerf them,...define them. </p><p>Another thing that just throws me...why you would make AAs for a DPS scout requiring them to not have anything in there off hand...i could see them giving up throwing weapons or something for improved melee attacks or utility...but give them a requirement that they cannot have anythng in there offhand then make the rest of the AAs make up for the loss of dps for that...you have gained nothing practically but some wisdom or whatever points...they did the zerker buckler right however...very creative that one and well thought out...SKs and others have the same problem were they are tanks or dps with an aa line that requires an empty off hand...so no two hander, shield or dual wield...whats the logic...have the AAs developed around two handers, shield, range, eliminate range of melee or have the line that requires and empty off hand slot greatly improve ranged attacks and make up for some of the defense or dps loss with debuffs or multiattacks, speed buff or something...so you at least get something out of it...be good for predators or scouts or troubs...i just cant understand why a scout would go with an empty off hand or a SK would give up a shield or two handed weapon for what they offer...maybe i am not seeing it and if you do by all mean enlighten me.</p><p>Again, i play and enjoy the game...but the AAs have me a bit confused...specially the warden trying to be reformated with all his spells turned to melee attacks and his best AA's setup to be a leather wearing DPS priest and a shaman, with wards and chain, who in the litature they let released is a melee oriented priest, gets a pet and no melee dps or an ability to use that spear that is symbolic of the class...they should get a str or Agi line that has a spear requirement that provides for some wicked dps CAs or upgrades...i believe anyway...i havent really researched shaman much...maybe they do have a line like that...but most of the feedback i have heard is that all there dps is dependent on a summoned weak pet.</p><p>I know alot of people like current AAs and alot dont...lets here your thoughts or suggestions on the matter...i would be interested in hearing them....i was being rushed by the wife so unable to proof ... so if rambling or grammer errors bear with me...specially those of you who are married and should understand...lets hear what you think.</p>