Class Descriptions and Breakdown

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Re: Class Descriptions and Breakdown

Postby Rootl » Wed Mar 07, 2012 8:17 pm

Yeah, about the OnC thing, I hated how a ranger could stun and snipe. I like wow rangers better. And I Gus's I'm the black sheep here but I wouldn't mind the Mage having a minor heal. It would give you abreak from them kiting you because they would have to stand still to cast it. But there are pros and cons to it
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Re: Class Descriptions and Breakdown

Postby BodMasta » Wed Mar 07, 2012 9:50 pm

Rootl wrote:Yeah, about the OnC thing, I hated how a ranger could stun and snipe. I like wow rangers better. And I Gus's I'm the black sheep here but I wouldn't mind the Mage having a minor heal. It would give you abreak from them kiting you because they would have to stand still to cast it. But there are pros and cons to it


Agreed, I'm no expert on how OnC run the 'Ranger' class but hoping Veraxon steer clear from that 'build'.

Mage was going to have heal at one time, but due to the many discussions on the topic and Templar/Confessors being able to heal or having a heal trait, their was no need to add a third. (As you most probably already know :p)

With the potions/elixers being able to heal 'in combat' this shouldn't really be an issue, and the class Mage is going to be one KickAss DPS Beast! among other things anyway, I do prefer it as it is, due to Mage spells like Etherguard and Shimmershard Guard etc.
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Re: Class Descriptions and Breakdown

Postby Nekkadys » Thu Mar 08, 2012 10:34 pm

With O&C it was all about managing stuns. Each class had a stun ability, but only rangers had the ability to keep the stun going indefinitely (depending on the skill trees used and if the player knew how to do it). If a Mage or Monk knew how to equip (using water gear for stamina or other gears for melee evade) it wasn't quite a problem, except for the rarity of such items. Most rangers ignored Warriors because unless the rangers were guaranteed two or three crits in a row, they'd never touch a fully equipped Warrior. In fact, Warriors were such a boring class all around. Harder for monks (unless a mili monk with full mili gear) and rangers (unless equipped with top crit gear) to kill, but easily killed by any mage worth a salt.

Frankly, O&C was completely unbalanced. Both in PvP and PvE. I think Gameloft was finally trying to balance out PvP (like making Mages not quite so powerful - they owned everything if equipped right; or the ranger stun bugs - which didn't let anyone have any chance unless equipped with some of the rarest pieces in the game). But PvE... depending on the dungeon, you could just eliminate the need for a particular class. Healer/Tank were key, one or the other DPS would be optional.
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Re: Class Descriptions and Breakdown

Postby Rootl » Fri Mar 09, 2012 8:24 am

About mages, I mean the should haves something to where you can catch them cause I know when I get my Mage ima just kite and cc you all day lol. And in a way all classes were op.
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Re: Class Descriptions and Breakdown

Postby Aimee » Thu Mar 22, 2012 4:23 pm

What exactly will mystics be able to shape shift into?
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Re: Class Descriptions and Breakdown

Postby Nekkadys » Thu Mar 22, 2012 4:38 pm

Aimee wrote:What exactly will mystics be able to shape shift into?


Since they won't be introduced until months after WoM is released, Veraxon has been vague in the details since they're still forming the idea themselves.

admin wrote:Mystic will be shape shifter class. Too early to give more details at this time.
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Re: Class Descriptions and Breakdown

Postby Vallkyr » Thu Mar 22, 2012 4:55 pm

Rootl wrote:About mages, I mean the should haves something to where you can catch them cause I know when I get my Mage ima just kite and cc you all day lol. And in a way all classes were op.

I agree with this.
If played right all classes can be op. Which makes none op. Which is what i think a lot of developer's I have seen try to do.
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