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Fighters guild turn evil buff idea

fenn1539
fenn1539
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Personally i like turn evil over the other morph of the fighters guild rune ability only because it lasts 20 seconds still but even that doesnt feel good enough to justify it really and only works due to me playing a tank and wanting to not have to back up to reup it as much for my teammates who dont have minor protection. personally i think if it had its cost increased a bit but lasted 30 seconds and MAYBE was made slightly larger so your ranged dps and supports had more room to move around in it, turn evil would be really good and a valid side choice for those who want something for those in the backlines while the other works great if you lack minor protection and or endurance or just want a nice ground dot heal.
  • mmtaniac
    mmtaniac
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    Zenimax just should refresh whole skill tree. Like classess and WW.
  • fenn1539
    fenn1539
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    mmtaniac wrote: »
    Zenimax just should refresh whole skill tree. Like classess and WW.

    fr. like the fighters guild line is supposed to clearly be like your monster hunter line since it buffs damage against vamps and WW but there is like 2 proper spammables and 1 dot and even than, they arent the best in the world for fighting ESPECIALLY vampire players cause frankly, flame DPS builds would just do better than trying to weirdly build around the fighters guild line. personally, i feel like they should have their line redone fully with more of a meridia theming kinda like a sudo templar line but that everyone can use perhaps offering maybe offering AoE defensive buffs like maybe making the ability i mentioned into a toggle like the banner with a much wider AoE giving out instead of minor protection, maybe minor evasion with the turn evil also does AoE minor cowardice and maim massively boosting group survivability with a distance that matches other similar tank leaning abilities that like extended rituals size so a tank can still be in their own AoE without forcing the team to eat a *** ton of damage if they wanna be in it too.

    beyond that both the fighters guild and mages guild lines NEED one more ability for us to play with with i would say mages guilds abilities just need some slight tuning and that extra one but again, i think the trap should be removed and maybe idk, given to the alliance assault line which already has similar traps making that make more sense there while meanwhile the fighters guild line would get 2 extra abilities since that one needs replaced and they need a fifth.
  • mmtaniac
    mmtaniac
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    Every guild abilities need remake except psijic accelerated .
  • fenn1539
    fenn1539
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    mmtaniac wrote: »
    Every guild abilities need remake except psijic accelerated .

    bro i so baddly want them to rework the psijic line not COMPLETELY like with the fighters guild but just moderatly with i want them to make everything based on a health cost but not in the same way as blood magic but instead focused more on the concept that you have to sacrifice time to change time which would also help out both healers in the backline with heals that normally uslessly overheal themselves for the most part which now could be used to heal them so they can use more powerful healing abilites like making the meditate and the channeled healing ablites both AoE or rather, have AoE healing morphs but at the cost of your HP to do so instead of their usual free cost while meanwhile the imbue weapons ability ESPECIALLY i wanna see get turned into a toggle like the other 2 but that in its tank morph that provides major breach, it cost HP AND it would be changed that on a light attack, you get the bonus damage and on the heavy attack, you apply major breach and do a percentage of your weapon damage in an AoE since tanks biggest problem personally speaking at least is dealing with trashmob groups because unlike stam dps who can use greatswords or dual blades that both do a *** ton of AoE damage, tanks are stuck with the sword and board which frankly doesnt do *** to trash mob pulls which while just going through dungeons, isnt a problem but when you have to deal with adds in a bossfight, that becomes a more serious issue.
  • fenn1539
    fenn1539
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    on top of all of that, i want the ult to be changed to let you perhaps have its tank morph where it provides major protection and functions as it currently does cause minor protection is so easy to get and frankly, doesnt do much for tanks with tanks need SOMTHING to help them like the dps players how get to do literally 150k damage over the course of like 5 seconds with than a healer morph that makes it function exactly like the necromancer ressurection ability but at a notably higher cost than the necro version since this would be a all class group ressurection ability which is pretty strong especially since just slotting it would give you concentrated barrier with i also think it should have a channel time too just to further balance it a bit.
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