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Unread 10-20-2011, 08:45 PM   #21
Bruener

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Talathion@Antonia Bayle wrote:

Bruener wrote:

SF was a great xpac for ALL fighters once the Guard changes went in.  Mind you I think that Adrenaline had to get an adjustment just because of the potential it had to trivialize content a lot, same with LC for Crusaders which had too much DPS potential on these big DoV type AEs.

The only problem with SF was player perception that carried over from TSO.  People didn't learn how powerful Brawlers were and Guard changes coming late people didn't realize how great their abilities were.  SOE could have rolled into DoV like this but instead they gave even more to Brawlers and Guards and over-nerfed Crusaders and Zerks along with not giving them useful new abilities and you end up with the big imbalance we have in todays game.

Hopefully SOE doesn't over-nerf Brawlers/Guards now while giving Zerks/Crusaders what they need.  Fix strikethrough immunity, give Paladins a reliable stoneskin type ability they can use on big AEs, and give SKs/Zerks the self agro generation they should have, while distinguishing a little more the difference in damage taken between Plate tanks and leather tanks per hit.

Instead of a new stupid ability they don't need, how about making there current paladin wards critical so they are useful?

You know, so a paladin is actually like a paladin and not a guy with stoneskins.

Because even stacking all their wards for a one shot AE is not as good as 1 single stoneskin.  Lets be honest, stoneskins are extremely powerful and will scale forever.  They will absorb an unlimited single hit no matter the size.

But yeah, I agree stoneskins are boring, but it should be something just as powerful as stoneskins.  A single interrupt that works on epic mobs on like a 3 min recast.  Seems a little powerful on paper, but really is it really much more powerful than being able to group death save, or group stoneskin, or group AE avoid?

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