The cost is already a bit high on the double spells. Now the mage will kill them self faster then the person they are casting the spell on.

That is because you can't increase your dodge/parry to a level where you have a high chance of damage avoidance. Heavy Armor is more geared toward damage reduction per hit. And since the dodge/parry modifiers are low you get hit a lot; but again, not for much. In general it is a basic warriors type of gear for tanking. (if this game had classes). What I'm getting at is maybe armor with +3-5 dodge/parry a piece on it (+3 max on HA, 4 on MA and 5 on LA) with less damage reduction. That would leave you with around a 25% - 45% chance to avoid melee damage from an attacker of equal level. That is not taking into consideration the -Dodge/Parry modifiers on some weapons. This would be very useful to dual wielders who expend a ton of Stamina because they attack so fast as they would be able to use more After Dodge/Parry credits more often (Rogue if you will). In terms of PvE it would be useful in off tanking while main is raised or healed after taking a big hit. PvP and PvE it would offer more variety as to how you play your melee character.pr0ger wrote:Bah the dodge/parry doesnt help very much (sometime i got hit 10 time in a row by a scowling gingo when my dodge is at 200...). From pure melee idea, an HA who can absorb up to 60% damage and roughly more damage will be great help. (q250 choice armor absorbs up to 500 dmg with 50% factor, i'd like to see it at 600 with 60% factor)
Someone understand my plight, I understand resaon for having some balance on mages, but the healer part will be killed!!!thebax wrote:I likes de changes, kinda. De big problem I sees is dat sumtimes mobs will kill yer tanker afore ya kin heal dem once ( talkin 'bout an actual level 100 tank vs. lvl 130-150 mobs, not a sand-baggin level 200+ vs same). De increased castin time fer 2Xhealin more den imbalances de increased resistances fer armor. Iffin ya canna quick-rez yer tank, thar gonna be bunches o' dead healers across Atys
Fer PvP, changes= Excellent, good balance, well done!
Fer PvE, changes= Try agin, or nerf de mobs as much as de players. Otherwise, de hardest job inna group gonna be such a pain in de ***, ain nobody gonna want it, an dis werld gonna git rilly empty, outposts, new races, etc. or no.