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Ekelefer
01-14-2008, 03:26 PM
<p>Ok, there are so many nerf threads it is beyond tiresome, so for a change I am starting a Class Improvement thread for anyone (and I know there are alot of you) that have any ideas to improve any class. So please, anyone with an diea, whether a well thought out idea or just a vague premise please post it here. </p><p>I ask that anyone who posts in this thread NOT to post any nerfs, NOT to reply to anyone's idea unless you can do it constructively and respectfully. </p><p>Here are some of my ideas. The range in % chance is dependant upon the Tier of the spell in use. </p><p>Summoners:</p><p>TANK pets:</p><p>:Will absorb 20-30% of any damage the Summoner recieves</p><p>:5-8% chance of being healed with every sucessful spell landed by the Summoner while in defensive stance</p><p>:2-5% chance of taunting a player character every time the Summoner is struck by them while in defensive stance</p><p>:If Pet dies anyone within a certain radius of the Summoner are rooted for the duration of 6 seconds.</p><p>SCOUT pets:</p><p>Provides a limited type of tracking that grants the summoner a tracking window, where upon selecting a target only the direction of the tracked player will be given every 6 seconds (e.g. Player A is currently Southwest)</p><p>:Increases the Summoner's avoidance by 5-12%</p><p>:Grants the Summoner a 2-5% chance of dropping agro every time the Summoner is struck</p><p>:If pet dies Summoner has his avoidance increased by 30% for the duration of 5 seconds</p><p>MAGE pets:</p><p>:Hastens Summoner's casting speed by 15-25%</p><p>:Everytime the Pet sucessfully lands a spell there is a 5-8% chance the Summoner's power will be replenished by XX amount.</p><p>:If the Pet should die anyone within a certain range of the Summoner will be struck by force, causing them light dmg, knocking them back and stifling them for the duration of 3 seconds. </p><p>PETS:</p><p>If Summoner dismisses pet at anytime the effect that would occur upon their death will trigger.</p>Just some Ideas, not entirely thought out of course. Jsut added a little more. =P

Norrsken
01-14-2008, 03:27 PM
Actually, I'd prefer that the tank pet kept the aggro off the summoner half the time to it absorbing the damage done to the summoner.

Ekelefer
01-14-2008, 03:49 PM
<p>That would be good too.</p>

Eblis
01-14-2008, 05:08 PM
<p>A 'blink' spell that works. Maybe with a short range, random teleport that puts you into a 5 second Invis. It could give the mage enough time to plan their next move, get a spell off, or just avoid the onslaught for a few secs...Something that actually works like magic, since we are a 'Mage' class.A scout pet that can fire off a bow if the person gets out of a certain melee range, perhaps with a knockdown/vision blur or snare. It dosent even have to work 100% of the time, I'd just like to see my scout pet shoot something.Taunts for the tank pet or some kind of 'intercept' would be cool.I do like running with my scout pet. If any changes did happen, I hope it wouldn't force me to use the tank pet to have a better chance of survival.</p><p>Being able to move a little and cast spells would be nice, even if its only 3 steps in any direction.Call servant insta cast on the run, cause the pet follow issue seems like it will never be resolved. Put it on a 5 sec recast timer, its way too long as it is now.</p><p>Not a 'class improvement' but I'd like to be able to make Gnomes appear older than they can now. I want more wrinkles. </p><p>Thank you. </p>

Eblis
01-16-2008, 03:24 PM
<p>No one else has any ideas???</p>

Psych
01-16-2008, 03:51 PM
I have an idea, how about a cumulative resist timer? as in if my enchanter casts a silence and its resisted I automatically get a 25% increased chance of landing my next spell. If it is also resisted I get a 50% chance bonus to landing the next spell. See this way I can possibly get 4 resists in a rot! This way instead of landing 1 out of 8 spells I can land 2 out of 8 and die after dealing atleast some damage...yeah....make them know who theyre messin with!Taking a stupid DOT damage tick for 5 damage from some stupid bear that hit me 20 seconds ago while I ran past it....yeah...how about not making that cancel my safe fall float and cause me to plummet to my death? Thanks mooch.Make invis/stealth give a bonus that makes them harder to track when using them.remove immunity timers from roots, mezzes, etc if they are cured prematurely by the target.

Bloodfa
01-16-2008, 03:54 PM
Made many already in the PvP forums.  /sigh

Csky
01-17-2008, 02:26 PM
<p>it would be hard to improve other classes to make them as fun to play as others</p><p> i log on my scout and buzz around on insane speed, have stealth, tracking, snares the ability to avoid any unwanted PVP and getting through aggro is a non factor</p><p>the class has it all</p><p> i log on my pali and its a fun class but the class has no survival tools from numbers and has to take whatever comes at it, no speed or tools to escape ..i love the class and its still my choice of class to play..of course if i was a stats/title chaser it wouldnt be</p><p>what should have been done is scouts have stealth and tracking for SCOUTING (no enhanced speed) "sneaking" around isnt supposed to be buzzing around , visibles should have been given speed in the AA tree, and the healer and caster classes without AA speed should have been given evac instead of scouts (which puts them in combat in PVP) to split up those abilities on classes that have it all</p><p> the game HIGHLY favors scouts and things like the candycane race is clearly evident of that..i wonder if SoE is aware they handed scouts 40+ AA in that event.because yeah visibles with no speed or usong a sow potion can compete with that...merry christmas visibles</p><p> nothing will be done about it its too late i only hope eq3 has less concentration on spoiling one class type with all the tools ..but what i think would improve classes and make them more viable in PVP and fun to play would be to give classes without speed the option of run speed in the AA tree and there should be totems that make people untrackable </p><p>i like the pet idea btw of pet of pet absorbing some damage </p>

Raidyen
01-17-2008, 03:16 PM
Wow, we got to 7 posts before we got another "Scout hate" Derail.  I think thats a record.

Csky
01-17-2008, 04:28 PM
<p>isnt scout hate..i have a scout :p</p><p>the post is about improvements to other classes that need them..scouts certainly dont need them</p>

Raidyen
01-17-2008, 04:36 PM
<p>No you dont.</p><p>And i know what the thread is about, i read it.  The OP is an optomist, and posts some idea's to help improve some of the classes that are lacking, instead of spamming these boards with false info and a bunch of flat out lies that many here continue to spread about certain classes, scouts of coarse being the brunt of it.  I knew when i saw the thread it was only a matter of time till one of the scout hate cronies posted on it.  Im just surprised it took you this long.</p>

Csky
01-17-2008, 04:48 PM
<p>umm dont tell me i dont have a scout..i very much have a scout and a troubadour as a partner</p><p> gee i guess all that MC gear and adept3+ spells i farmed was alot for an imaginary scout eh??? </p><p>your just trolling..i gave some ideas to improve OTHER classes as in speed in the AA line which is a perfectly legitimate improvement</p>

Raidyen
01-17-2008, 05:14 PM
<cite>Csky wrote:</cite><blockquote><p>umm dont tell me i dont have a scout..i very much have a scout and a troubadour as a partner</p><p> gee i guess all that MC gear and adept3+ spells i farmed was alot for an imaginary scout eh??? </p><p>your just trolling..i gave some ideas to improve OTHER classes as in speed in the AA line which is a perfectly legitimate improvement</p></blockquote><p>Still telling you you don't have a scout. and if you do its sure not your main, nor is it much past level 20.</p><p>You gave 1 idea, and i honestly missed it the first time around since the first 6 paragraphs were hate scout talking points, and your idea was buired at the bottom of all that other garbage.  I will let someone else discount the idea you gave.</p><p>As to the OP, since i don't want to be the cause of anymore derailing, here are a few spell/aa ideas i had posted on a couple other threads.</p><p>Allow pet classes an ability to switch places with thier pet within 30 meters, also would be a detaunt for the caster and an auto taunt for the pet.</p><p>Give pet classes the ability to intercept damage.  could work similar to the fighter intercept, which of coarse no fighter ever uses, but in a pet situation, it would be applicable.</p><p>Allow cure spells to be used even while stun/stifled.  Not potions, but the actual spell that healers and casters get.</p>

Bloodfa
01-17-2008, 05:17 PM
<cite>Csky wrote:</cite><blockquote><p>umm dont tell me i dont have a scout..i very much have a scout and a troubadour as a partner</p><p> gee i guess all that MC gear and adept3+ spells i farmed was alot for an imaginary scout eh??? </p><p>your just trolling..i gave some ideas to improve OTHER classes as in speed in the AA line which is a perfectly legitimate improvement</p></blockquote><cite>Ekeleferal wrote:</cite><blockquote><p>Ok, there are so many nerf threads it is beyond tiresome, so for a change I am starting a Class Improvement thread for anyone (and I know there are alot of you) that have any ideas to improve any class. So please, anyone with an diea, whether a well thought out idea or just a vague premise please post it here. </p><p>I ask that anyone who posts in this thread NOT to post any nerfs, NOT to reply to anyone's idea unless you can do it constructively and respectfully. </p></blockquote><p>See this, Csky?  Stop trolling.  Bring something useful to the table, or stay out of the discussion, as per the originator's request.  This is about beefing up the non-viable characters, not class grudges.  </p><p>Now, to the topic at hand, I know I commented that I'd posted them already, and some of them are similar to your Summoner suggestions.  They're here, along with some interesting and useful suggestions from others: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=401232�" rel="nofollow" target="_blank">http://forums.station.sony.com/eq2/...401232�</a></p><p>The problem doesn't seem to be so much in the 'design' of the classes, but rather making them function correctly.  Easiest fix would be to add something in-game to beef up the pets, make them more useful.  An adornment line would make it possible to scale it accordingly per tier, or maybe a new charm item that buffs pets HP's and attack damage.  I think that would make them last longer and also make them enough of a threat that you could actually intimidate a solo stalker.  Theoretically, a class with a pet is duoing, right?  The only other problem is that pets don't seem to be able to keep up with their masters, which is more and more confusing when you consider that a deity pet or a sokokar pet has no problem staying right on their owners' tail.  Increase the movement speed of the pets to equal that of the summoner.</p>

Csky
01-17-2008, 05:42 PM
<p>i didnt say anything about nerfing scouts did i???</p><p>i said visibles getting speed in the AA line would be an improvement</p><p>sorry your scout zerg doesnt see it that way or understand reading comprehension and is so defensive you pop in and zerg every thread that has the word "scout" in it</p><p>pet movement speed would be a nice improvement also </p>

Bloodfa
01-17-2008, 06:17 PM
<p>What does speed have to do with it?  My Warden is "visible", <u>never</u> uses stealth or invisibility totems, and doesn't get caught, ever, because he has immunity to Snare & Root, with 45% SoW, racial 5%, and racial speed burst of additional 50% bringing it to 100%.  My Swashbuckler never gets off his horse, ever, because his road-runner-like speed bonus is a whopping 16%.  Yay, go me.  Totems can bring anybody up to that, and there's no excuse for not having them or a horse, plain & simple.  If you don't, you're going to get caught, and you can't blame anybody but yourself.  The addition of an additional AP line?  Are you serious?  Do you think before typing, or is it just a knee-jerk response?  If a new line were to be added, what do you think would happen to Scouts?  Yes, exactly, they would get another line as well.  Brilliant.  Some have a movement line, some don't, but tell me, what exactly would giving somebody something they already have access to do for them?  Let them run away more efficiently?  Not when a Berzerker on horseback, or using a totem, or just plain old having a SoW cast on them, hauls up to them while sprinting, hits them with a knockdown, stuns them, and autoattacks them to death because the pet is a half-mile away?  It doesn't give them any more survivability.  Your post is nothing more than a thinly veiled shot at a group of classes you don't like.</p><p>Your post, verbatim: "<b>it would be hard to improve other classes to make them as fun to play as others </b></p><p><b> i log on my scout and buzz around on insane speed, have stealth, tracking, snares the ability to avoid any unwanted PVP and getting through aggro is a non factor</b></p><p><b>the class has it all</b></p><p> i log on my pali and its a fun class but the class has no survival tools from numbers and has to take whatever comes at it, no speed or tools to escape ..i love the class and its still my choice of class to play..<b>of course if i was a stats/title chaser it wouldnt be</b></p><p><b>what should have been done is scouts have stealth and tracking for SCOUTING (no enhanced speed) "sneaking" around isnt supposed to be buzzing around , visibles should have been given speed in the AA tree, and the healer and caster classes without AA speed should have been given evac instead of scouts (which puts them in combat in PVP) to split up those abilities on classes that have it all</b></p><p><b> the game HIGHLY favors scouts and things like the candycane race is clearly evident of that..i wonder if SoE is aware they handed scouts 40+ AA in that event.because yeah visibles with no speed or usong a sow potion can compete with that...merry christmas visibles</b></p><p> <b>nothing will be done about it its too late i only hope eq3 has less concentration on spoiling one class type with all the tools ..but what i think would improve classes and make them more viable in PVP and fun to play would be to give classes without speed the option of run speed in the AA tree and there should be totems that make people untrackable</b> </p><p>i like the pet idea btw of pet of pet absorbing some damage "</p><p>As I said, enough with the scout digs.  You've got two, count 'em, two, whole sentences in your ramble that aren't gripes or whines about Scouts this and Scouts that, my Paladin whaaa-whaaa ... my best friend and my brother both have Paladins.  They do decently in PvP while solo, and shine when grouped with another Paladin, throwing their Wards on each other as needed, and able to heal in combat.  I'd suggest reading up on <i>your</i> class.  Look at my stats.  Look at my gear.  I've got a friend who always solos a Monk, and he's got twice as many kills with half as many deaths, 1 piece of non-Mastercrafted gear, and I've watched him take red-con Brigs out like they were drunken teenagers; learn your class.  I've made more suggestions to beef up other classes than you've taken shots at Scouts.  So ... Stop.  Trolling.</p>

Csky
01-17-2008, 06:39 PM
<p>stop derailing the thread i was comparing MY classes to each other for improvement reasons just because you didnt hear what you wanted to hear is no reason to derail the thread</p><p>my suggestions for class improvements are speed in the AA line for visibles that have no speed and pet improvements for the pet casters</p><p>take it as you want but that is my suggestion</p>

Sightless
01-18-2008, 07:06 PM
<cite>Csky wrote:</cite><blockquote><p>stop derailing the thread i was comparing MY classes to each other for improvement reasons just because you didnt hear what you wanted to hear is no reason to derail the thread</p><p>my suggestions for class improvements are speed in the AA line for visibles that have no speed and pet improvements for the pet casters</p><p>take it as you want but that is my suggestion</p></blockquote>You do realize almost all classes can easily get 62% speed in tier 8 PvP right? And the fastest classes are not scouts. So please quit trolling your scout hate. I'm at 62% on my Warlock.

Sightless
01-18-2008, 07:20 PM
<p>Class Improvment: Warlocks</p><p>I think the improvment I would like to see is universal and includes all casting classes, or casted abilities. RESISTS! The resist rate is insanely high at times.</p>

Drao
01-18-2008, 07:58 PM
Well warlocks gets focused casting that lets them cast super fast and almost uninteruptable. Maybe we could get a spell that lets us cast on the run. Or maybe a spell that lets us merge with our pet giving us more hp for a short duration, kinda like bolster.

Bloodfa
01-23-2008, 04:10 PM
<p>A fix for Summoners is incoming with LU42.  If they work right, this may go a fair ways to un-break the broken.  </p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=404401" rel="nofollow" target="_blank">http://forums.station.sony.com/eq2/...topic_id=404401</a></p><p>Most notably ... </p><p><b>PETS</b></p><ul><li>Pets should now be able to keep up with their owners. </li><li>Each pet will now keep his name when zoning instead of all using the current pet name.</li></ul><p><b>Pet Options Window</b></p><ul><li>The pet options window allows you to set custom options for every pet you have.  To open this window, right click on a pet and choose Pet Options or type /petoptions.  Settings persist through recasting of your pet and include:Pet NamePet Hide StatusControllable pet states:                         - Protect Me                         - Protect Self                         - Stay                         - Follow                         - Fight Melee                         - Fight Ranged</li></ul>

Gimet
01-23-2008, 06:33 PM
<p>I've been thinking....</p><p>Everybody has Auto-attack. VERY useful to scouts and fighters....nothing to worry about for Mages. Meh for Priests.</p><p>Soooo....</p><p>Why not Auto-Magic for Mages (and perhaps Priests). Gets the same crit procs, and hits for around 200-300 damage (and should scale with level) with minimal cats times...like .5 seconds.</p><p>I mean honestly, the higher the tier the harder it is for a spell to land, or even be cast fully....and the weapons we mages hold are more for stats than anything. Add some type of auto-magic properties to them?</p><p>Animation for Auto-Attack is swinging arms and hands with blades....</p><p>Animation for Auto-Magic is wiggling fingers and wrists with magical totems or sparks.</p>

Sightless
01-23-2008, 06:42 PM
<cite>[email protected] wrote:</cite><blockquote><p>I've been thinking....</p><p>Everybody has Auto-attack. VERY useful to scouts and fighters....nothing to worry about for Mages. Meh for Priests.</p><p>Soooo....</p><p>Why not Auto-Magic for Mages (and perhaps Priests). Gets the same crit procs, and hits for around 200-300 damage (and should scale with level) with minimal cats times...like .5 seconds.</p><p>I mean honestly, the higher the tier the harder it is for a spell to land, or even be cast fully....and the weapons we mages hold are more for stats than anything. Add some type of auto-magic properties to them?</p><p>Animation for Auto-Attack is swinging arms and hands with blades....</p><p>Animation for Auto-Magic is wiggling fingers and wrists with magical totems or sparks.</p></blockquote>I would like to see the spell you get on MC wands be something that triggers with a hostile spell. Much like melee imbues do when you melee.

Gimet
01-23-2008, 06:45 PM
<cite>Sightless wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I've been thinking....</p><p>Everybody has Auto-attack. VERY useful to scouts and fighters....nothing to worry about for Mages. Meh for Priests.</p><p>Soooo....</p><p>Why not Auto-Magic for Mages (and perhaps Priests). Gets the same crit procs, and hits for around 200-300 damage (and should scale with level) with minimal cats times...like .5 seconds.</p><p>I mean honestly, the higher the tier the harder it is for a spell to land, or even be cast fully....and the weapons we mages hold are more for stats than anything. Add some type of auto-magic properties to them?</p><p>Animation for Auto-Attack is swinging arms and hands with blades....</p><p>Animation for Auto-Magic is wiggling fingers and wrists with magical totems or sparks.</p></blockquote>I would like to see the spell you get on MC wands be something that triggers with a hostile spell. Much like melee imbues do when you melee.</blockquote><p>Yeah, because we NEVER get those procs off as casters. Why sit there meleeing for 12 damage trying to get that 100-200 magic imbued proc. They should add those procs to be possible for spells.</p><p>I agree with yours 100%. :O</p>

Sightless
01-23-2008, 06:54 PM
<p><b><u><span style="font-size: x-small;">Class Improvments</span></u></b></p><p><u><span style="font-size: xx-small;">Classes in General</span></u></p><ul><li><span style="font-size: xx-small;">Improved Avoidance, as it is now avoidance is virtually worthless. I'm not even sure you can avoid a Combat Art, and most fights don't last beyond a players array of combat arts.</span></li></ul><p><span style="font-size: xx-small;"><u>Cloth Casters in General</u></span></p><ul><li><span style="font-size: xx-small;">Castable Root on the run.</span></li><li><span style="font-size: xx-small;">Weapon Imbues that trigger off of hostile spells, like melee weapons do when you melee with them.</span></li><li><span style="font-size: xx-small;">Fewer resists. Many melee abilities have 100% chance to hit as Master Is.</span></li></ul><p><span style="font-size: xx-small;"><u>Shamans: Mystics and Defilers</u></span></p><p><span style="font-size: xx-small;">Note: These classes are designed to prevent damage with debuffs and wards, the problem is their debuffs do very little, or nothing in PvP, and take forever to cast. This makes it impossible to use in PvP. What's worse is their AA lines turn them into tanks, or are useless for PvP.</span></p><ul><li><span style="font-size: xx-small;">AA line that increases <b>their </b>casting speeds.</span></li><li><span style="font-size: xx-small;">Improvment in Wards and Heals.</span></li><li><span style="font-size: xx-small;">Speed up the casting time on their debuffs.</span></li><li><span style="font-size: xx-small;">Make their melee slow effect the casting time of combat arts.</span></li></ul>

Bloodfa
01-23-2008, 06:55 PM
Wait a minute ... on top of spells being able to dish out thousand<u><b>s</b></u> in PvP at a clip, you want an autoattack that is essentially a dot for 200-300 every half-second?  I'm all for making casters melee something to be wary of encountering, but that's a bit much to ask for, don't you think?  You wouldn't have to cast, you could just root, manashield & melee.  Now adding the weapon imbue & adorn proc off of an offensive spell ... that's an interesting idea. 

Gimet
01-23-2008, 06:58 PM
<cite>[email protected] wrote:</cite><blockquote>Wait a minute ... on top of spells being able to dish out thousand<u><b>s</b></u> in PvP at a clip, you want an autoattack that is essentially a dot for 200-300 every half-second?  I'm all for making casters melee something to be wary of encountering, but that's a bit much to ask for, don't you think?  You wouldn't have to cast, you could just root, manashield & melee.  Now adding the weapon imbue & adorn proc off of an offensive spell ... that's an interesting idea.  </blockquote><p>If SoE decides to handle resists and how much casters get interrupted in a smuch time as they usually solve things....then yes.</p><p>And stop generalizing Mages. Sorcerers= that much damage that easily.</p><p>And wait a minute...Scouts get how much damage off in 10 seconds? That's no cats times...no interruptions. Now the big mage nukes take...I'll say 3 or 4 seconds to cast un-aa'd? Let's ad din 2 seconds of interruptions....Hmmm....</p>

Orthureon
01-26-2008, 03:29 AM
<p>CLERICS:</p><p>Add in Righteous Armor for the lower tiers. No reason to have to wait to 72 before you can use MC (efficiently) to be a battle cleric.</p><p>Steadfast: Remove the cheesy stifle immunity, add in the ability to move within 10m of where you start casting without interrupting your spells, I have recently found it nearly useless in PVP since you may be immune to interrupts but most classes have several fast recast knockbacks. Or a chance to resist a knockback, say 20-30%.</p><p>INQUISITOR:</p><p>The resist rates on the inquis spells are horribly high, even at lower levels. Almost all M1s have a 21% chance harder to resist.</p><p>Entirely change the healing line in the Inquisitor tree, it is complete garbage. Make it a viable option to be a good healer. Make it so you can buff up the healing and/or triggers of the reactives (emergencies included) So there is 4 seperate things to buff up right there. Increase the healing of our emergency death prevention, like 5% per point spent. The ability to buff up the direct heals aswell. Endline, could be a reduction in power cost for healing spells, instead of the cheesy 5m spell reach extension.</p><p>Perhaps change one of the emergency reactives to a nice big direct heal, equal to all of the triggers of course. IE: heals for 100 9 times, instead it would heal for 900 instantly.</p><p>SHAMANS:</p><p>Reduce their casting times, without steadfast or something similiar the cast times just seem ridiculous.</p><p>PLATE MITIGATION:</p><p>Just an overall tweak, as it is most scouts can get the same mit as a tank, it is simply unfair. Reduce the curve a bit.</p><p>RESISTS:</p><p>Lower the overall outright resists, add in actual spell mitigation, I have had 60% resistance to certain things before and got hit for the full amount of a non-crit spell, WITHOUT being debuffed.</p>

BWLeeEllison
01-26-2008, 04:47 AM
<p><b><span style="font-size: small;color: #0099ff;font-family: comic sans ms,sand;">Warlock--   More point black AE spells as opposed to having just one.  Conjurors, as warlocks, have one pbAE spell (that I have seen so far) and they have the added benefit of a selection of pets to tank with.  Warlocks should be able to hose anything immediately around them as well as doing Encounter based spells.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Wizard--   No active suggestion, as I do not have one, however, I would like to see more ports for warlocks and wizards.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Illusionist--   More actual illusion forms to assume.  Should have a new illusion every level, every other level, every 4th level, something.  These non-fun spell illusions should grant one (two tops) special abilities, as the illusion forms did in EQ classic.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Warden--   Charm animal type monsters (not named, heroic, or epic).  Ability to select a non-standard respawn/evac by binding to a tree (should cost or penalize somehow in order to avoid possible exploit)</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Mystic/Defiler--   Stackable wards.  Mystics and defilers could be made more effective if they were allowed to have long duraction wards to pile on layer after layer of protection so they could better focus on fighting the good fight as it were.  Off the top of my head I would say up to five layers of protection. (Note:  I do not have a mystic but I played one shortly and have read some of the difficulties others are having with PvP)</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Paladin--   Disease and fear resists either from a buff or on the AP charts.  Should be able to JOUST and USE A LANCE</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Conjuror--   Tank Pet that actually taunts.   Better AI for scout pets.  Scout pets should reveal nearby stealth/invis targets to the caster and actively move      to backstab or whatever.   Mage pet should be prohibited from melee period, scout should be allowed to go either way, and tank pet should      be allowed melee only.   Conjuror should be able to summon more items, similar to what the mage did in EQ classic.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Guardians--   Wrestling maneuvers and for pete's sake, GIVE US CROSSBOWS!!!</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Rangers--   Ability to climb trees.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Assassins--   Ability to climb walls.</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Bards--   Ability to set one song (mp3) as their selo's so that as they run by players in the game, that player will hear      their "theme music"  and maybe this will stop the super roleplayers from spamming chat channels with spoken      attempts at serenading the public <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /> as well as to possibly give rise to more people playing them.  Additionally,      would like to see the various Selo's progress with each level (speed boost wise) and have the last level before      the next Selo's upgrade c</span></b><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">ap at a speed bonus which is significatnly below the next Selo's upgrade. (would have      to add a control to allow players to turn off bard music if they don't want to hear it).</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Swashbuckler--   Ability to duck behind furniture, trees, door frames etc for cover more easily, and ability to jump about the      room or area in a flashy fashion (would rather have this than track or stealth as it would give a more daring      and dashing approach to combat)</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Shadow Knight--   Should be able to poison their weapons.  Less able to heal self, but more able to harm others</span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Fury--   Ability to alter weather conditions (fog, rain, etc) </span></b></p><p><b><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Necromancer--   Lose the temp pets they have and let them go diablo style with their undead pets, ie, they can either increase      the number of a given type of undead they can summon or they can strengthen the ones they are currently      able to summon.  Force corpses to remain in the area and decay (except for player corpses of course) and re-      quire necromancers to USE the corpses on the ground as "components" ie they cant summon a skeleton/wraith/      whatever unless a corpse is within a given distance.</span></b></p>

Orthureon
01-26-2008, 02:20 PM
<p>Double post.</p>