wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
I always struggled to find 10 dragon knight skills that I liked. Maybe Dragonknight needs a beam. (Just joking)
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
spartaxoxo wrote: »I think the class in most need of a rework is the necromancer. It's too clunky to use compared to other classes. And all that effort isn't particularly well rewarded.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
It's one way to boost the power of a pure class vs sub-class. Removing that makes the pure class even weaker.
Erickson9610 wrote: »wolfie1.0. wrote: »Templars class mastery for Scribing is only useful to healers and tanks, since it requires sacred ground and thats only available in one templar skill line... the one dps gets rid of.
Eh? Templar class mastery is junk for tanks. The extra resistance isn't needed and the extra WD/SD is all but meaningless.
For a sub-classed DD the extra resistance offsets the loss of survivability passives and the extra WD/SD is useful. Sacred Ground is not needed for the class mastery, it simply provides an additionla boost of 50% more.
The 50% boost should be removed, or baked into the base WD/SD and Armor.
Class Mastery should not explicitly mention Class abilities/passives whatsoever, because that is extremely limiting.
I feel like the base classes need to have there skills and passives re-arranged to match new/dlc classes idea of having dps, tank and healing focused skill lines. At this current moment, most of us use the same exact skill lines for every role because only a few skill lines have both skills and passives that support a specific role.
Ishtarknows wrote: »Necromancer needs a complete overhaul imo.
Minions need to become a bigger part of the class overall (as DD, Healer, and even Tank). I've posted at length about what this should specifically look like in other forum threads, but my god is it sorely needed with this class.