theurg and monk idea
Old 01-27-2019, 11:52 PM   #1
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Default theurg and monk idea

Currently, I don't like the idea of giving theurg and monk D*Dev abilities although they definitely help with class balance.

Monks/master of fists should get ability with a percentage chance to survive an attack that would otherwise kill them (after totf, revivia and maybe sealing opponent's fate checks), like what emerald do

Theurg/master of the arcane should get an ability with a percentage chance to kill opponent that otherwise would revive (in keeping with the idea that they deal massive random damage), like what ruby and sapphire do
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Old 01-28-2019, 07:06 AM   #2
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I like addressing changes, but i think we should focus less on random procs and a bit more on equlization of the void/mes resist first then see how each class pairs.

Im not against this, i think we should address other areas first before adding things like this.
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Old 01-29-2019, 12:22 PM   #3
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Being considered.
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Old 01-29-2019, 11:19 PM   #4
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I like the idea of adding some mez/void resist as base to these classes.
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Old 01-30-2019, 04:24 PM   #5
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We could also do something like this: For every rolling 12 month period, reduce innate resistances for the acumen winner class by x%. So if we have 6 GMB, 3 master of arms, 3 Master Magicians winning the past 12 months, those classes will have innate resistances reduced by 6*x%, 3*x%, 3*x% respectively.
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Old 01-30-2019, 05:27 PM   #6
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That would just be insanely tough to code.
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Old 01-31-2019, 10:49 AM   #7
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Quote:
Originally Posted by Anubis
That would just be insanely tough to code.
Mind games? They are working.
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Old 02-01-2019, 06:46 AM   #8
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Yo Jefe
Is that ACUMEN NEGATE retroactive? Will this acumen have it in place or does it start at zero moving on from now?
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Old 02-01-2019, 11:11 AM   #9
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It's retro active. 22% against Grandmaster Bowman on S1, 16%, 4%, 2% on S2 against GMB/MoA/MM
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Old 02-02-2019, 07:54 PM   #10
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Thought on giving therugs the ability to equip 2 heal spells and then get the benefit of having a rapid equipped?
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