MashmalloMan wrote: »Yep. They still need to make a bleed enchant.
Also.. just got rid of one of the best bleeds in the game (MA 2H).
Then you have classes that are all over the place despite showing obvious affinities for certain elements.
Why is DK the only class with all skills changed to Fire where there was once magic damage. Fire is not only the strongest dps element because burning, but it deals extra damage to vampires. It happens to be the most abundant damage type in the game with way more sets devoted to it.
Why isn't all Sorc skills Shock/Physical? What is the purpose of Magic damage for them besides being a boring element they can't synergize at all with?
Wardens.. clearly meant to be a frost/bleed class, yet still has poison and magic damage for no apparent reason.
Necro.. actually really nice design. They're clearly the most elementalist version of a class in the game with 1-2 skills of each element at their disposal as well as a flat 10% dot damage that fits the theme.
Templar should remain as the magic/physical damage class in the game because it's the closest neutral element to fit the holy magic fantasy element. Still feels weird they have 1 fire skill, but whatever, it was made 10-12 years ago and doesn't change much not being fire.
Arcanist kinda all over the place, but mostly magic damage. Due to their green visual effects I thought this would be the first disease focussed class, as that also seems to fit a darker theme they come from, but nope. Frost and physical tentacle for reasons. Similar to Templar, the elements don't really matter, but thematically I just thought disease would have made more sense and add some representation desperately needed.
NB.. yeah come on this should be the disease/poison class. They're assassins. I would add bleed, but I feel that fits more for the animal side of Wardens.
I really don't understand any reason not to change these over. It would be thematically refreshing to start seeing some synergy's for the elements within classes and the weapons. Maybe sets that buff or work off of specific elements like Elf Bane would start being used more frequently by specific classes.
Right now 99% of PvE DPS builds just run Rele, Whorl, and/or Nirn...out of 300 sets? 400? What are we at now lol.
But hey, at least we're getting class specific sets with the new endless dungeon. Can't wait for Streak to pull in my enemies into a tornado (lol wishful thinking).
Necrotech_Master wrote: »why not include the class skill lines in this?
NB has disease dmg skills (quite a few in fact), templar and arcanist are majority magic dmg
unless you were trying to avoid using any class skills then...
what about the other non-weapon, non-class skill lines (mages guild, fighters guild, psijic, undaunted, soul magic)