#Suggestion for improving Merkaba (and AoE synergies).

17 messages · Page 1 of 1 (latest)

iron mason
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I was aoeing today, while looking at those around me leveling, my damage was rather lacking. There are many suggestions about increasing Merkabas damage scaling per int etc, but I wanted to take a different approach, which would both add to RM's solo AoE abilty, as well as potentially increase some other classes damage also.

I think Merkaba should work a little bit like Moonbeam, and no, not by increasing the damage of the AoE by a straight 8% or making it so all damage to the aoed monsters, increases for ALL attackers, no, I am thinking of something a little more subtle.

I think Merkaba's effect (the damage effect thing you see on monsters when you case Merkaba on the ground beneath them) should reduce a targets magical defense by 10%, 1% for each level of Merkaba. This would increase RM's AoE damage, yes, but it would also encourage higher level chars, who have magic (int) based AoE to allow lower level support RM's to AoE their mobs, and it would also create synergies of Merkaba with the AoE skills of Int AoE Bp's, Psykeepers and Elementors, if the RM is the same level as these chars, and they wish to duo-AoE with them.

I note that this magical defense debuff should not stack with other RM's Merkaba debuffs, i.e. that two RMs aoeing with Merkaba together should NOT create a 20% debuff on their monsters, instead the highest debuff should override the debuff of a lower level of Merkaba, which in this case would be 10%.

Also I want the debuff effect to stay in the area of the Merkba on the ground, so it should be associated with the Merkaba effect seen on monster and only on those monsters in the Merkaba area. This will somewhat penalise Hit and Run tactics, but I think any other way would make the debuff too powerful.

Any comments welcome.

stuck veldt
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Sorry, RMs are balanced around the 98% of players that play with their dual logged alt RMs, not RM mains

iron mason
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Well I think this suggestion would help those who play RM as a real class.

rain remnant
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This is a kinda good idea but if this stacks with elems magic def debuff it would be wack imo. Now if they'll make it only 1 effect works at a time this might work. Since RMs are considered as a support class having a -magic def debuff on their skill works well in dungeon runs.

dusty apex
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i dont think amping all magic dmg makes sense. the 3 highest dps aoe classes are psy, ele, rm. they already have the highest aoe dps, no need to buff it further.
you can improve RMs level speed by making it collect faster. reduce merkabas CD and duration (imo 2sec cd and 2.5sec duration is fair) and suddenly RM becomes a mobs-gathering machine between merka and moonbeam on these low cooldowns.
no dmg buffs needed are desired even - considering the other 5 classes are trailing behind RM in terms of dps already

stuck veldt
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some1 just ban this guy already thanks

iron mason
# rain remnant This is a kinda good idea but if this stacks with elems magic def debuff it woul...

Does the elemetor debuff work on Magical Defense? Or just "Defense"? I agree that in an effort to increase Merkaba damage and give it more support usage, that it not make elementors aoe abilities totally broken. Also I can think of one other way to increase damage on Merkaba slightly, that is to make the Tick/DoT time of 0.75 closer to 0.7 seconds so you get basically one more tick per merkba cast. The Tick could also be tied to the RM's DcT or casting time, so that Potion of Clarity will actually increase Merkaba DPS quite a bit. The only hestitation I have in modifiying the Tick speed/amount is that Stonehand would then have more chances to stun monsters also, which might make Merkaba too good.

dusty apex
# iron mason Does the elemetor debuff work on Magical Defense? Or just "Defense"? I agree th...

increasing tick speed - even slightly (or making it scale with dct) - is a massive dps buff in and on itsself. if you pair that with extra stonehand stun-chance and extra waterbomb proc - you have the perfect recipe on how to turn the 2nd strongest class in the game (#1 is psy, #2 is RM) into the most powerful class flyff universe has yet seen.

if you wanna improve RMs aoe capabilities (why would you tho.. RM is a strong aoe class)... but if you really want it... you need to nerf RM in some other area.

Options are: Reduce its tankiness. RMs are currently at least the 2nd best tank after knight, some argue even the best tank. self-BoL, self-heal and most importantly prevention make RM an absolutely menace of a tank-class right now. One could drastically increase Preventions cooldown or lower its effectiveness by making it only recover 20% hp, rather than 100%, etc, many options here. Could also reduce RMs intrinsic HP per STA value down to the levels of the psy/ele (lowest in the game).

Another option would be nerfing RMs support capabilities: While Merkaba is ticking and you stand inside your own merkaba, you receive a solid -60% healing debuff. etc. there are options.

simply buffing RMs already very strong AoE DPS even further without nerfing it in some other area would make RM overtake Psy for the top-spot of most busted class in the game right now.

burnt crane
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^ whatever this dude is on, I need some.

glass goblet
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Awww pity HIS elementor is only 3rd on aoe dps. Doesn’t seem like the same with the other elementors’ feedback like with Shiraho who is at his best with elem. maybe next is his ranger with +8 set and 16IA and considers dps for wilds 😂

iron mason
# dusty apex increasing tick speed - even slightly (or making it scale with dct) - is a *mass...

I am open to nerfing RMs support ability, like removing buffs etc, but not the nerfs you mentioned, I will see if I have a "waterbomb proc" by this time next year, but I doubt it... Prevention I agree is a bit OP, but that is another topic, I guess the cooldown could be massively increased, it seldom activates on my RM, but some might depend on it more. perhaps have Prevention cooldown be tied to HP or something, increase its cooldown the more HP you have.

rain remnant
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A buff similar to knights increase attack but instead increased magic damage might be a good idea, where you get increased attack in return you get like a debuff of negative healing %. Perhaps -20-30% healing debuff or more and like 10% magic damage? or 10% attack?

fervent drum
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RM need to be change from support/half damage magic to be Holy Magician who have Holy elements to support and attack

weak abyss
fervent drum
elfin panther
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Just delete rm and everyone will be happy, remove buffs from the game, let everyone lvl with just vanilla stats and no buffs. Game will be more enjoyable