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tanithryudo ([info]tanithryudo) wrote,
First of all... mesmer is supposed to be core class. :P But we can come back to them.

Assassins:

Agreed on the faster attack skill recharges. Though if that happens, I'm not sure you should then tack more utility - especially the really good utilities - on the attack skills themselves. My thoughts are that the whole attack chain thing needs to be compressed. Lead -> Dual. None of this lead -> offhand -> dual stuff that takes two prerequisites to get to the really useful stuff. Also, the conditions for dual can be more varied than "just follow lead". Other conditionals can be stuff like "if KD", "if condition", "if foe is x", "if self is x", etc.

That way you have more choices to pick when bringing attacks, both because you're not locked into 3 skills of each type, but you can also depend on your team to provide the conditions for your duals. Also, once you can compress the attack skill portion of your bar, that leaves room for more utilities either from your own lines (shadow arts will need some reworking) or from a secondary line (or from PvE skills).

(BTW, for Golden Skull Strike in particular... I think that if they keep the recharge, then the duration should be around the same as the warrior elite Skull Crack - ie. just maintainable w/ a silencing mod. If they lower the recharge, then the current duration is fine.)


Ritualist

I'm not sure it's a good idea for spirits to potentially have higher level/armor than henchies. Just think what will happen to Ghostrider Beetles and Irujkandi in HM! Especially since the only decent anti-spirit skills are pretty much limited to Fury and Spiritual Pain.

But certainly a small adjustment is fine. They were only nerfed due to PvP anyway. So just split the spirit skills and buff them back up to pre-nerf levels... including lowering the cost on the darned communing spirits already! The only reason Necs are (still sometimes) used to spirit spam is because Rits can't handle the energy required. Lower the energy cost to reasonable levels and there would be no reason to prefer necs over rits for them. Especially now that spirits don't trigger soul reaping anymore.

As for weapon skills... I can see why they want to make some of them limited to # of hits taken/dealed instead of over the entire duration, since they are not strippable (unlike monk enchants) and can be imba (aka splinter). But to make them more attractive on rits, I think what can be done is to increase the # limit on the weapon skills according to spawning power. So, for example, Xinrae's will last 5 hits when cast by a rit as opposed to 1 hit on a necro. And of course, split them from PvP.

And yes, hex removal would be good. They do ok for condi removal, though not quite as good as some of the non-healing classes (foul feast - looking at you).


Paragon

All chants need to be split from PvP and buffed back to the level they were at when NF first came out (you know, when they were designed with maybe 1-2 paragons per party in mind rather than 8 paragons chaining it).

Spear should do less damage than sword since they are ranged but have the same speed of attack. Spear skills however should have more stuff that goes through block - including energy based interrupt and stance removal skills. Damage dealing attack skills should mainly be adrenaline based.


Dervish

Not played this class, so I can't say much. I do think mysticsm should be split from PvP and de-nerfed back to start of NF levels. IOW, make avatars of melandru, grenth, and balthazar usable in PvE again.

Stop buffing scythe skills. That's benefiting mainly non-derv classes. Instead, buffs to scythe attacks should be linked in mysticism... kinda like crit agility buffs assassin attacks but is in Crit Strikes.


Mesmer

I don't think buffing any interrupt will help, since the only good player interrupters are PvPers and they're the ones wanting nerfs. If they buffed interrupts, people would just bring mes heroes along instead of mes players.

No, what they need to do is to buff mesmer hexes (and split them from PvP of course). They're on the right track with changes to VR, but it can be buffed more to be on par with Spiteful Spirit. Stuff like Clumsiness, wandering eye, etc. need to be de-nerfed.


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