December 03, 2011, 17:24:08 |
#1
Pandawa and Water Enutrof Review and Suggestions
Hello everyone, as most of you noticed, certain classes have pretty useless close combat spells that usually can be out-damaged by most weapons at higher levels. I am not mentioning iops nor sacriers by any chance (they hit well enough).
Water Enutrof
The water branch of Enutrof needs lots of changes on my point of view, the stealing ability should remain, but the spells are way too similar.
Cutting: this spell is so weak, it has a secondary effect however it doesn't make this spell worth of leveling. The damage of this spell could be increased, or even a new effect could be added for targets under broken state - like -% resistances effect. This will give to this spell another use beside damage, kinda sucky right now.
My ideas for chance Enutrofs:
- Cutting: the damage would be 4 at level one and 35 at level 100.
If Broken: -5% Resistance at level one, -25% at level 100, for one turn.
- Purge: same damage, same range, same effects.
If Broken: Hyperactive (-1 level) at level one, gains -1 every 25 levels. Hyperactive (-5 level) at level 100. It would work well with a water Xelor in the team, this motivate grouping, more class contribution without restricting solo playing, which the game lacks now.
- Tax: good spell.
- Refinement: actually a good spell, however, some things could be changed. The use on pvp would be awesome, it could ''break'' one of the target's item... the item would become then unusable for the actual fight, meaning that the bonuses of it would be gone. However, in the end of the fight the item would be still there, intact.
For PvM, adding the broke state without dropping a bag is ok.
- Rascalry: a good spell, but as I said, too similar to purge. I suggest adding to it a secondary effect if cast on the ground. The damage, AP and MP cost would be the same, but if you use it on the ground you throw snowballs into it, the cell becomes Icy, players who walk into that cell will lose 1 MP and receive low water damage, the cell will be gone then.
Pandawas
The Earth build is good, but restricted. The water build lacks damage, only useful if the spells are used together with fire build. They need some updates.
Milky Breath: just, lame! This spell, along with Panda's earth spell should be reviewed. The fire one is ok because of it's area of effect, otherwise it would be as weak as milky breath.
The Earth branch of Pandawa is too restricted, the penalty for not drinking bamboo milk should not be applied right after the Panda stops drinking, it would enable a whole new strategy for not only earth build, but water and fire too. The penalty could come after a few turns, then it could be avoided just by drinking the milk before getting depressed.
Blisskrieg -> Works when the panda carries the barrel. Costs 5 AP and 1 MP now.
Animation: the Pandawa throws the barrel and it starts rolling, hitting everything on it's linear, the area of effect is the same as the actual Blisskrieg, the further the target is, the further the barrel goes to. Good movement if you want to move the barrel to another place and then teleport to it, good spell for every build. The damage would be the same.
Note: after casting the spell, the Panda would need to teleport to his barrel in order to carry it again, with the suggested delay for Depressed State, it is okay.
Triple Whammy: this spell could do higher damage if the target is blocked from moving, way higher damage, as a punishment. It does 32 normally at level 100, if the target is blocked, the base damage goes to 43 at level 100.
Bash Barrel: I suggest adding to it a pulling effect, the Pandawa spins too fast that grabs all targets in linear range of 2 squares close to him while doing damage to close combat targets. The dizzier the panda is, higher the pulling. It gains 1 pulling range every 5 levels of dizzy. Only targets in close combat receive the damage though.
Pandawhack: the Pandawa smashes the head of the target with his barrel, close combat spell. It does less base damage than now but costs 4 AP, however the damage buff for merry state remains the same.
I am going to suggest a few changes for Dizzy State. The fact it makes an enemy stronger is just not fair for a class that is famous for reducing monsters resistances, I am going to add more ideas when I come back, thanks for reading the topic. Feel free to post your ideas
Water Enutrof
The water branch of Enutrof needs lots of changes on my point of view, the stealing ability should remain, but the spells are way too similar.
Cutting: this spell is so weak, it has a secondary effect however it doesn't make this spell worth of leveling. The damage of this spell could be increased, or even a new effect could be added for targets under broken state - like -% resistances effect. This will give to this spell another use beside damage, kinda sucky right now.
My ideas for chance Enutrofs:
- Cutting: the damage would be 4 at level one and 35 at level 100.
If Broken: -5% Resistance at level one, -25% at level 100, for one turn.
- Purge: same damage, same range, same effects.
If Broken: Hyperactive (-1 level) at level one, gains -1 every 25 levels. Hyperactive (-5 level) at level 100. It would work well with a water Xelor in the team, this motivate grouping, more class contribution without restricting solo playing, which the game lacks now.
- Tax: good spell.
- Refinement: actually a good spell, however, some things could be changed. The use on pvp would be awesome, it could ''break'' one of the target's item... the item would become then unusable for the actual fight, meaning that the bonuses of it would be gone. However, in the end of the fight the item would be still there, intact.
For PvM, adding the broke state without dropping a bag is ok.
- Rascalry: a good spell, but as I said, too similar to purge. I suggest adding to it a secondary effect if cast on the ground. The damage, AP and MP cost would be the same, but if you use it on the ground you throw snowballs into it, the cell becomes Icy, players who walk into that cell will lose 1 MP and receive low water damage, the cell will be gone then.
Pandawas
The Earth build is good, but restricted. The water build lacks damage, only useful if the spells are used together with fire build. They need some updates.
Milky Breath: just, lame! This spell, along with Panda's earth spell should be reviewed. The fire one is ok because of it's area of effect, otherwise it would be as weak as milky breath.
The Earth branch of Pandawa is too restricted, the penalty for not drinking bamboo milk should not be applied right after the Panda stops drinking, it would enable a whole new strategy for not only earth build, but water and fire too. The penalty could come after a few turns, then it could be avoided just by drinking the milk before getting depressed.
Blisskrieg -> Works when the panda carries the barrel. Costs 5 AP and 1 MP now.
Animation: the Pandawa throws the barrel and it starts rolling, hitting everything on it's linear, the area of effect is the same as the actual Blisskrieg, the further the target is, the further the barrel goes to. Good movement if you want to move the barrel to another place and then teleport to it, good spell for every build. The damage would be the same.
Note: after casting the spell, the Panda would need to teleport to his barrel in order to carry it again, with the suggested delay for Depressed State, it is okay.
Triple Whammy: this spell could do higher damage if the target is blocked from moving, way higher damage, as a punishment. It does 32 normally at level 100, if the target is blocked, the base damage goes to 43 at level 100.
Bash Barrel: I suggest adding to it a pulling effect, the Pandawa spins too fast that grabs all targets in linear range of 2 squares close to him while doing damage to close combat targets. The dizzier the panda is, higher the pulling. It gains 1 pulling range every 5 levels of dizzy. Only targets in close combat receive the damage though.
Pandawhack: the Pandawa smashes the head of the target with his barrel, close combat spell. It does less base damage than now but costs 4 AP, however the damage buff for merry state remains the same.
I am going to suggest a few changes for Dizzy State. The fact it makes an enemy stronger is just not fair for a class that is famous for reducing monsters resistances, I am going to add more ideas when I come back, thanks for reading the topic. Feel free to post your ideas
