View Full Version : Fix the Classes
<p>Since it appears most of the class boards are ignored, I thought I would go through and make a bulk thread with general class fixes SOE needs to look into. Many of these have been listed for some time. I will need some help for a few of these as I do not play every class often enough. As an item is brought up, I will add it/the class to the list</p><p>Healers - </p><p><span style="white-space: pre;"> </span>Inq - Heresy replacement does not work as intended. This has been brought up and bugged.</p><p><span style="white-space: pre;"> </span>Templar - Class is basically useless (for those that say otherwise, you are lying to yourself or haven't played <span style="white-space: pre;"> </span>another healer). Please fix. Manacure = most pointless spell in the game. Only non-warder without a second <span style="white-space: pre;"> </span>group cure.</p><p>Fighters - HM hit when miss = dumbest idea ever put in game.</p><p><span style="white-space: pre;"> </span>Zerker - Please do something with AE auto attack so Zerker myths are no longer pointless.</p><p>Scouts - (need assistance with this as I have seen no bugs in this class so far.. I only play 2 scouts though so I can miss)</p><p><span style="white-space: pre;"> </span>Swashy - "Storm of steel" is apparently a waste of space.</p><p>Mages - </p><p><span style="white-space: pre;"> </span>Conjy- Fix teamwork AA to stop getting this class owned on pull. Sacrafice puts you in combat and doesnt crit. No <span style="white-space: pre;"> </span>temp pets crit. aggressive stance is a useless ability.</p><p><span style="white-space: pre;"> </span>Necro- Fix teamwork AA to stop getting this class owned on pull. Can't lifeburn some new mobs even though no <span style="white-space: pre;"> </span>special buff increasing HP pool. </p><p><span style="white-space: pre;"> </span>Wizard - Can't manaburn some new mobs even though their is no special buff on your mana pool. Point?</p><p><span style="white-space: pre;"> </span>Illusionist - Current mana regen has been lacking for some time and is currently a joke. Beastlords are putting out way more mana than Illusionist.. you know mana regen and conservation.. that thing that is supposed to define the archtype.</p><p>I understand the devs are busy, and this thread is not ment as a slap to them repeating bugs listed elsewhere. It's more an ease of access thread where all these bugs/change request are noted. As people bring up other bugs or they are fixed, I will add/subtract from the list. </p><p>EDITED TO ADD: Please do not blindly post "FIX MY CLASS," "YOU ARE WRONG," or "THIS IS BROKEN," without factual information backing it. EX. Some claim that Smite Heretic is procing as intended. Combat Logs have been linked showing it does not proc as often as Repentance, a spell it should trigger the exact same.</p><p>Put in updates up to 5.28</p>
inspire1444568
05-15-2012, 01:36 AM
<p>Shaman: pet aoe-avoidance<span><span><span> (shaman final ability)</span></span></span> is broken.</p><p><span><span><span>Ritual of Alacrity (shaman final ability) needed to rebalance. Why 33% reuse speed, if it capped from new GU ? Only for scout ? </span></span></span></p><p>Ex-stamina line is <span ><span >absolutely weak. </span></span><span ><span >Multiattack</span> <span >should be replaced by</span> <span >flurry</span><span > (1:1) </span></span></p><p>Ex-agility line: <span ></span><span ></span>Leadeship should be on group-ability (maybe 10% flurry and 50 attack speed)</p><p>Ex-int. line: <span ><span >the base</span> <span >spell damage</span> <span >should be replaced by</span> <span >spells</span>-multiattack (maybe 5-8%)</span></p><p>This is only a thought, but shamans needed to full revamp</p>
<p><cite>inspire1444568 wrote:</cite></p><blockquote><p>Shaman: pet aoe-avoidance<span><span><span> (shaman final ability)</span></span></span> is broken.</p><p><span><span><span>Ritual of Alacrity (shaman final ability) needed to rebalance. Why 33% reuse speed, if it capped from new GU ? Only for scout ? </span></span></span></p><p>Ex-stamina line is <span><span>absolutely weak. </span></span><span><span>Multiattack</span> <span>should be replaced by</span> <span>flurry</span><span> (1:1) </span></span></p><p>Ex-agility line: Leadeship should be on group-ability (maybe 10% flurry and 50 attack speed)</p><p>Ex-int. line: <span><span>the base</span> <span>spell damage</span> <span>should be replaced by</span> <span>spells</span>-multiattack (maybe 5-8%)</span></p><p>This is only a thought, but shamans needed to full revamp</p></blockquote><p>Shaman pet AE: How is it broken? Never works? sometimes works?</p><p>While I agree some of the AAs need to be reworked, Shaman are king for raids and groups because of wards. I would be more worried about abilities not working at all like the AE avoidance. I am adding RoA and pet AE to the list as you are correct about RoA having no purpose now in the later levels. RoA should have SDA or Flurry added to make it worth casting at all.</p>
Kinvore
05-15-2012, 07:44 PM
<p>ROA isn't useless. Only mages and healers are capped, most tanks and scouts still find it very useful. You should be casting it on your bard when he RO's.</p>
Lemilla
05-16-2012, 03:57 AM
<p><cite>inspire1444568 wrote:</cite></p><blockquote><p>Shaman: pet aoe-avoidance<span><span><span> (shaman final ability)</span></span></span> is broken.</p><p><span><span><span>Ritual of Alacrity (shaman final ability) needed to rebalance. Why 33% reuse speed, if it capped from new GU ? Only for scout ? </span></span></span></p><p>Ex-stamina line is <span><span>absolutely weak. </span></span><span><span>Multiattack</span> <span>should be replaced by</span> <span>flurry</span><span> (1:1) </span></span></p><p>Ex-agility line: Leadeship should be on group-ability (maybe 10% flurry and 50 attack speed)</p><p>Ex-int. line: <span><span>the base</span> <span>spell damage</span> <span>should be replaced by</span> <span>spells</span>-multiattack (maybe 5-8%)</span></p><p>This is only a thought, but shamans needed to full revamp</p></blockquote><p>The pet AoE avoid is working properly. Are you sure you are using it correctly? The range is limited (smaller than max heal range), some AoE's can't be avoided at all and frontals can't be avoided. But those are intended and are the same for all AoE avoids.</p><p>RoA is still fine for now. Cast it on scouts and fighters, not on priests or mages. It might need some buffs after the next gear reset.</p><p>Stamina and intelligence lines could use some changes, but not really high priority as we got 3 fully functional trees already.</p><p>Agi line is powerfull enough as it is, really doesn't need even more.</p>
Daalilama
05-16-2012, 04:02 AM
<p>I agree with the templars being excessivley broken and ignored as a class as a whole...from only 1 grp cure to reactives failing to proc off ma/flurries ...to many of our abilites being meh as of right now this class does not bring much to the table with the ever increasing dps requirement of raids or high end content...Templars have repeatly gone over and specificly addressed some major points with the class and possible solutions only to be ignored or in the case as a certain infamous inquis who haunts and derails all templar threads... simply told we are lazy and cant play our class...doubt anything will ever be done.</p>
Avirodar
05-17-2012, 12:16 PM
<p>Every expansion, there is always a handful of people who believe that the demands upon DPS is much more significant than prior expansions.Before mobs were nerfed into oblivion: How was Druushk and Nexona for low DPS guilds?How was Throne of New Tunaria for low DPS guilds?How was Ykesha's Inner Stronghold for low DPS guilds?How was Munzok's Material Bastion for low DPS guilds?How was Underfoot Depths for low DPS guilds?How was Emerald Halls for low DPS guilds?How was Freethinkers Hideout for low DPS guilds?How was the Avatars for low DPS guilds? Especially when combat fatigue came in.DPS has always been an important factor, and people have always had to push for DPS. It is not like everything before DoV dropped like dominos.In response to the OP, as someone who plays a Templar, Defiler, Mystic and Inq (all 92/320), I can confidently state a templar is far from useless. I enjoy my Templar, and find him to be a very powerful healer. If SOE moves away from mobs having large amounts of MA, and transition to more frequent independant hits for less damage per hit, reactives and HoTs will see an elevation in desirability.</p>
Destria
05-17-2012, 06:29 PM
<p>Troubadour-not broken. Troubadour is just a complex class that requires FAR more then faceroll tactics. As for J-cap, its a far from useless ability, especially if you prestige into Jester's Ruse <50% damage on any combat/spell hit to do X damage>, a very nice proc which makes a difference in any and everyones DPS. And, in nearly every group I am in, I have atleast 1 or 2 people specifically requesting to be in on my Jcap rotation. The reason stated for Jcap being useless is more of an argument for Upbeat Tempo to be looked at, however, even that is still useful.</p><p>Berserker-They've been broken for a long time, AE auto is just a stat to be reforged into something else, and with its high cost, it reforges VERY nicely into other stats. Hate gain is always an issue as is avoidance and survivability. The one thing they have a huge hand up on every other tank with skyshrine is that they pretty much ALWAYS get hit, so they don't get hit with that avoidance hit.</p><p>Shaman-RoA...only real problem I see with this is the inability to use it on yourself, where all the other similar buffs no longer have that restriction, RoA is still restricted to be cast on allies, and not the caster.</p>
Splatterpunk28
05-24-2012, 06:50 AM
<p>Honor the original dps tier system. </p><p>The new beastlord should not be in a tier all of it's own, if anything it should be generating significantly less dps than sorcerors/predators AND summoners/rogues. I understand the desire to make them OP for their debut, but it's been a while now and between the dps and utility they provide there really is no need for any of the top two tier dps in raids anymore, can just replace them all with beastlords and that's unprecedented.</p><p>Auto-attack damage is stupidly OP and broken. The newest and best mmorpgs don't even have it because of the very issues it causes with dumbing the game down and balance issues through progression. If you insist on EZmode, then invest the resources in balancing it with casters.</p><p>Nothing new here, but no action makes it necessary to restate.</p>
Khiah
05-24-2012, 11:22 AM
<p>Please do not break .. or 'fix' shams... Im happy w my defiler.</p>
Rhymers
05-24-2012, 03:25 PM
They've blurred the lines between classes so much now, there is no fixing them without upsetting the masses.
<p>Updated original post... I know there is more than this guys.</p>
<p>The biggest of the issues right now appear to be 3 classes needing major attention.</p><p>1. Templars in general are being left behind.</p><p>2. Zerker's "100% AE auto attack" myth buff is way out dated. There needs to either be an update to AE auto attack to proc additional attacks AE after 100% (like Multi attack) or myth buff updated. I personally prefer the 1st idea.</p><p>3. Illusionist pet survivabilty and power regen. Illusionist manatap is so far outdated on mana regen it's not even close to funny. Coercers and Beastlords can double even a good illusionist power output now. </p><p>People might say that I am chosing those 3 as the "major" items because I play them, but in response I would like to remind I have 17 - 90+ toons. This is a honest, and unbiased, these classes need to be worked on. </p>
KNINE
05-30-2012, 01:22 AM
<p><cite>inspire1444568 wrote:</cite></p><blockquote><p>Shaman: pet aoe-avoidance<span><span><span> (shaman final ability)</span></span></span> is broken.</p><p><span><span><span>Ritual of Alacrity (shaman final ability) needed to rebalance. Why 33% reuse speed, if it capped from new GU ? Only for scout ? </span></span></span></p><p>Ex-stamina line is <span><span>absolutely weak. </span></span><span><span>Multiattack</span> <span>should be replaced by</span> <span>flurry</span><span> (1:1) </span></span></p><p>Ex-agility line: Leadeship should be on group-ability (maybe 10% flurry and 50 attack speed)</p><p>Ex-int. line: <span><span>the base</span> <span>spell damage</span> <span>should be replaced by</span> <span>spells</span>-multiattack (maybe 5-8%)</span></p><p>This is only a thought, but shamans needed to full revamp</p></blockquote><p>Umm pet aoe aviodance works great, as long as you actually pay attention to you pet. It has to be behind at all times, to include the 180 degree auto attack arcs of mobs.. ie you send it in early it gets eaten as mob isn't placed.. learn to control it.</p><p>ROA isn't broke and still is very useful..</p><p>Agility line is awesome still lol.. and int line.. have never met a defiler or mystic to have taken this line...just saying.</p><p>Things that could use revamp.. Spirit dance.. make it a blue aoe rez.. and I'm sure there r a few others that i can't think of atm lol but to say we need a complete revamp.. I'm thinking maybe you need to revamp play style and figure things out <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Elanjar
05-30-2012, 08:50 PM
<p><cite>Wigg@Butcherblock wrote:</cite></p><blockquote><p>The biggest of the issues right now appear to be 3 classes needing major attention.</p><p>1. Templars in general are being left behind.</p><p>2. Zerker's "100% AE auto attack" myth buff is way out dated. There needs to either be an update to AE auto attack to proc additional attacks AE after 100% (like Multi attack) or myth buff updated. I personally prefer the 1st idea.</p><p>3. Illusionist pet survivabilty and power regen. Illusionist manatap is so far outdated on mana regen it's not even close to funny. Coercers and Beastlords can double even a good illusionist power output now. </p><p>People might say that I am chosing those 3 as the "major" items because I play them, but in response I would like to remind I have 17 - 90+ toons. This is a honest, and unbiased, these classes need to be worked on. </p></blockquote><p>While I would love to see AE auto scale above 100% that is by far one of the least important issues effecting zerker usefulness. They are falling behind due to their inability to deal with rapid spike damage (magic especially) and relatively poor threat control.</p><p>As mentioned in other threads, un-nerf adrenaline. Change it back to true damage reduction (not reactive heal). Make gut roar able to stoneskin physical and magic damage.</p><p>Other nice additions would be 5% hate transfer on group berserk, and a prestige endline that converts AEauto to crit bonus. </p><p>Complete list of zerker changes I'd like to see include:1) Change the prestige 'Critical Rage' to 12-15% AEauto = 1% crit bonus2) Change 'Gut Roar' to "will mitigate all damage for 3 seconds3) Change 'Adrenaline' to Reduce all incoming damage by 40%, increase recast to 3 minutes4) Change SF AA 'Shot of Adrenaline' to "Reduce power cost of of adrenaline by 25%, increase damage reduction of adrenaline by 25%"5) Change SF AA 'Aggravation' to "when berserk is active on a group member 5% of the targets hate will be transfered to the berserker"</p><p>6) Co-op strike immunity, and increased max HP on Berserker Defensive Stance7) Juggernaut changed into a defensive ability. Suggest a magic damage ward based upon max hp.</p>
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