Two new abilities, usable in and out of stealth:
Smoke Bomb - 25 AP, ground target cloud with 65 range, 30 area. Reduces AOE damage taken by allies in the cloud by 15%. Lasts 10 seconds, 30 second cooldown.
This would provide some cover and defenses to your group/warband if you're taking heavy AOE damage. Would not be too useful in small scale, but several WE/WH could stagger and spread these around keeps to help their team. It would also be useful in Warband/Group PvE.
Charged (WH)/Venom (WE) Caltrops - 20 AP, scatters 9-16 (random) caltrops at feet in a 10 foot radius. When a target steps on one, it explodes, dealing 100-125 corporeal damage in a 10 foot area and snaring for 20 percent for 1 second. Lasts for 1 minute on the ground, 20 second cooldown.
Single targets can be more careful maneuvering around these, but this will deal a good amount of AOE damage to a cluster of people charging through a zone as each one gets hit by several detonations, and the snare would effectively last longer as staggered explosions keep clumps of enemies snared. Would be worthy of a GCD for damage in Warband RvR/PvE as well
Two WE/WH ideas to increase large scale effectiveness without changing solo much.
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Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
Nice idea !
"If you want to know who you are, you have to look at your real self and acknowledge what you see."
Darkenya [WE]
Darkenya [WE]
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
better than aoe amor pen
- Sinisterror
- Posts: 838
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
Very nice! add asap
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
Only WH should have this. Destro too OP.
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
I like the idea, but maybe the CDs are a bit too short. At least for the 1st abilities...
Zputadenti
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
Thanks! The specifics are just for brainstorm, and could be adjusted
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- Posts: 113
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
I don't agree with this proposal AoE is the problem
What would be interesting is a city and Sc's debuff which decreases the number of targets hit to 6 in AoE
So all gameplay will be necessary, ST, Aoe, debuff etc ...and not just aoe spam
What would be interesting is a city and Sc's debuff which decreases the number of targets hit to 6 in AoE
So all gameplay will be necessary, ST, Aoe, debuff etc ...and not just aoe spam
Re: Two WE/WH ideas to increase large scale effectiveness without changing solo much.
That would cut AOE numbers by anywhere from 50-75%
I think in general uncapped AOE will render most single target specs non-viable for large scale RvR, but that's a broader problem
I think in general uncapped AOE will render most single target specs non-viable for large scale RvR, but that's a broader problem
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