#Assist, Ringmaster and Billposter Suggestions

7 messages · Page 1 of 1 (latest)

shell turret
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  1. Make the Ringmaster Gvur Tialla skill, an AoE debuff remover, instead of single target. Keep it at a three level skill, change the cooldown to 5 seconds ,and instead, make the skill level increase, increase the range around the Ringmaster at which debuffs are removed. Gvur Tialla level 1, 13 meter range around Ringmaster (same range as Heal Rain), Gvur Tialla level 2, 16 meter range around Ringmaster (same range as Circle Healing) and make Gvur Tialla level 3, effect 18 meters around the Ringmaster. This will help with boss fights, or with supporting multiple people around you, getting nasty debuffs from multiple monsters. Make Gvur Tialla default to single target only in PvP though.

  2. RM Fade skill. Fade should briefly make an RM invisible to monsters, but not players, it should not increase run speed, indeed perhaps run speed should be halved during it, so the skill cannot be abused. If the RM casts a skill while in Fade, the effect ends. Fade should be instant cast, last 5 seconds, have a cooldown of 10 minutes, and be available at level 60. The 10 minute cooldown is long enough so that the skill isn’t used to support bad habits, but short enough to be used by the RM to escape death in very difficult situations

  3. Make sticks give attack bonus to INT, instead of the current STR (rather like wands). Also give sticks a ranged attack equivalent to wands, so they can use a ranged default attack to gather monsters or 1vs1 a monster hit and run style. Finally either give sticks a default stun proc (rather like the Sword Cross on two handed axes and two handed swords) which does not stack with Stonehand OR allow the default ranged attack to work with Stonehand self buff. Perhaps the stick’s Attacks Speed also needs to changed from Normal to Very Slow, so we don’t turn Ringmasters into a machine gun attack speed class.

  4. Allow assists to cast Prevention with a knuckle if they wish, instead of having to use a stick. To make this fairer on other classes, Prevention should probably have a longer cooldown,

  5. Give Ringmasters a mass party resurrection skill, which can only be used outside of PvP, and have a cooldown of 1 day real time. This skill should be available at level 120+.

  6. Perhaps give knuckles both an INT attack bonus as well as a STR bonus, so INT AoE Billposters (and Ringmasters if they so wish) have some viable damage with knuckle auto attack. Put the INT attack scaling much lower than the STR attack scaling, so that STR 1vs1 and STR AoE billposters still have a melee advantage.

  7. Remove assist buffs from the assist class, and give Buff Pang NPC , a buff that scales with the character level of the character receiving the buffs, and also remove the level 75 character limit from Buff Pang. This will change the Assist class’s leveling strategies, but it will also remove the addiction all classes have to assists in general and ringmasters in particular.

  8. Consider integrating the old ForceMaster and Seraph skills into level 140+ Billposters and Ringmasters, or even better, introduce the ForceMaster and Seraph jobs

weary quiver
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The billposter 150 wilds set doesnt make sense, you 1v1 monster with crit dmg but the set effect is skill damage.

hidden lava
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modifying the basic attack on the master of ceremonies seems fine to me, but the rest is useless.

shell turret
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Some breakdowns in detail of what is disliked in the list, would be useful to me and perhaps to others also.

open mist
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Suggestion 1 would completely kill the ping pong strat for Khan. Which is the best way to deal with him by far.

orchid valve
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  1. Yeah that would mostly benefit multiboxing, if you play only one character the fast cooldown of the skill wouldn't prevent you to remove a debuff from multiple people, and the use cases where this is needed are quite rare.
  2. RM already have this fantastic skill called Barrier of Life that allow you to survive against damage that would otherwise kill you
  3. Having damage scaling on INT rather than STR would make sense, but I'm not sure it would change much, 1v1 would still suck. I don't think that a ranged attack is needed. In the lower levels RM have one of the best AoE capabilities, and it's only in the later levels that they lose in efficiency (RM don't benefit as much from the extra stats as the other classes) but this change wouldn't really impact late game as you need to be very tanky anyway and the levelling spots are quite dense.
    As for the stun, I don't understand why you would want it to be a separate thing from Stonehand this would just be very confusing.
  4. Only thing I agree with. Now you can use preventing without losing your element stone, great.
  5. Can you provide a use case? If you need to resu your whole party, you'll have to rebuff them as well which takes time so having the resu them one by one won't change much
  6. I agree that INT AoE needs something more to be more appealing than the flexibility of Burstcrack AoE, but this change aren't it. And now that we can have multiple stat pages anyway, it solves the issue as you can be an INT AoE player with a STR page when you want to 1v1
  7. Yeah no, multiboxing is not great but this isn't the solution either
  8. Not knowledgable enough about those skills to have an opinion
waxen anvil
# weary quiver The billposter 150 wilds set doesnt make sense, you 1v1 monster with crit dmg bu...

Would be nice if this would be a straight higher atk% buff instead.

However, another quite exciting option could be if this skill gave e.g. a huge boost to asal damage in PvE instead. I think I crit around 200k in Wilds with prems, curses and debuffs (no HC), while the asal dmg is maybe 50k with 1v1 DPS gear? What if asal damage would be something ridiculous like 100 times more for a brief while? That would incentivise to use asal in PvE setting. It's supposed to be a powerful single hit but now there is no real use for it in PvE. I think something like this would suit "spiritual overcharge" well.