RazorBrains
Well-Known Member
Intent of these suggestions is to make these spells feel impactful and unique. It is not the intent to make this class OP. Other class spells may need to be balanced with these changes. These are just my ideas on how to improve the spells after playing at level 22.
Not in any particular order
Reinforce
Stamina = Same as First Aid (base heal)
Cooldown = 3 seconds longer than First Aid
I would change this to 6-7 ticks that heal for 125% of First Aid. The pro for this spell is its efficient if it is allowed to get all ticks. Downside is if someone else heals the target to full the ticks are wasted. Also LOS change see below (first aid)
Distraction vs Weaken, personally I think these should be substantially changed where one is single target highly effective with a short time it lasts. Basically used on high level mobs used like a heal but to prevent damage. The others spell I think should be an AOE shout that DOES NOT break any CC. This would be useful in situations where lots of mobs are on multiple targets to reduce incoming damage overall.
Distraction
Stam cost = 10%
Cooldown = 1-2 min
Duration 30 secs
Effects 3x effectiveness of current, lasts 30 secs
Weaken
Stam cost = 20%
Cooldown = 1-5 min
Duration 30 secs
Effects AOE Shout, 1.5x effectiveness of current, lasts 30 secs, all mobs in range
Fortify
Stamina = no change
Cool Down = Instant
Cast Time = Instant
Duration = Permanent in or out of combat, recasting it turns it off.
Leave this spell going both in and out of combat no recast required. Currently overwrites Knight Aura spell Inspire, allow it to combo other auras and not overwrite them.
Bolster Armor ---> Magic Shield
I would substantially change this spell, every class I think should have a get out of jail card or OP ability, like fear, stun ... this class could have this where you change to a magic shield like Power word shield in WoW. Have it last for XXX damage until it pops. Basically used when you get a bunch of threat from mobs but has a long cool down.
Cool Down = 2-5 min
Cast time = Instant
Stance = In Combat
Stamina = 5%
Bolster Armor - If you don't go with above change then I would suggest the following at least, however in general I just hate the concept of this passive spell out of combat. How can you even use while sitting which is what you are doing out of combat.
Stance = All
Duration = 5 min
Effects - Does not go off regardless of hits taken, lasts the entire duration.
Base Abilities
Assailing Strike = No Change
First Aid - Only thing I would change is the line of sight check and the range check on the back end of the spell. So I would do a range/LOS check on the initial cast, however what the target does after that it doesn't matter and still will go off regardless. As it is now it feels really clunky especially as players are moving around, running through you, barely behind you or standing right next to you. By this change I think it would fix a lot of that.
Screen - Suggest rename to Bolster Armor ...
Effects - Last a specific amount of time like 30 secs, regardless of damage mitigated.
Not in any particular order
Reinforce
Stamina = Same as First Aid (base heal)
Cooldown = 3 seconds longer than First Aid
I would change this to 6-7 ticks that heal for 125% of First Aid. The pro for this spell is its efficient if it is allowed to get all ticks. Downside is if someone else heals the target to full the ticks are wasted. Also LOS change see below (first aid)
Distraction vs Weaken, personally I think these should be substantially changed where one is single target highly effective with a short time it lasts. Basically used on high level mobs used like a heal but to prevent damage. The others spell I think should be an AOE shout that DOES NOT break any CC. This would be useful in situations where lots of mobs are on multiple targets to reduce incoming damage overall.
Distraction
Stam cost = 10%
Cooldown = 1-2 min
Duration 30 secs
Effects 3x effectiveness of current, lasts 30 secs
Weaken
Stam cost = 20%
Cooldown = 1-5 min
Duration 30 secs
Effects AOE Shout, 1.5x effectiveness of current, lasts 30 secs, all mobs in range
Fortify
Stamina = no change
Cool Down = Instant
Cast Time = Instant
Duration = Permanent in or out of combat, recasting it turns it off.
Leave this spell going both in and out of combat no recast required. Currently overwrites Knight Aura spell Inspire, allow it to combo other auras and not overwrite them.
Bolster Armor ---> Magic Shield
I would substantially change this spell, every class I think should have a get out of jail card or OP ability, like fear, stun ... this class could have this where you change to a magic shield like Power word shield in WoW. Have it last for XXX damage until it pops. Basically used when you get a bunch of threat from mobs but has a long cool down.
Cool Down = 2-5 min
Cast time = Instant
Stance = In Combat
Stamina = 5%
Bolster Armor - If you don't go with above change then I would suggest the following at least, however in general I just hate the concept of this passive spell out of combat. How can you even use while sitting which is what you are doing out of combat.
Stance = All
Duration = 5 min
Effects - Does not go off regardless of hits taken, lasts the entire duration.
Base Abilities
Assailing Strike = No Change
First Aid - Only thing I would change is the line of sight check and the range check on the back end of the spell. So I would do a range/LOS check on the initial cast, however what the target does after that it doesn't matter and still will go off regardless. As it is now it feels really clunky especially as players are moving around, running through you, barely behind you or standing right next to you. By this change I think it would fix a lot of that.
Screen - Suggest rename to Bolster Armor ...
Effects - Last a specific amount of time like 30 secs, regardless of damage mitigated.