bmaze wrote:The idea for MA could also be applied to shields / 1H combination
As a MA crafter (a weekend hobby really) I'm in favor of anything that would make my product jump off the shelf. I'm sure shield crafters would appreciate some lovin' too.
-Raku
Rakujitsu
Tryker, Windermeer
Ballistic Mystix Guild www.ballisticmystix.com
"Life is changing on Atys"
dc77066 wrote:... I'm sure shield crafters would appreciate some lovin' too.
-Raku
Ummm, yes. All Tryker ladies and beautifully tanned Fyrosian babes please form an enormous swell of love around Noin!
Awaiting the love for shield crafters.
Noin.
~ Noinossalg (Noin to most) ~ OmegaV ~ King Of Nexus ~
~ Adventurer First ~ Home: Windermeer ~ Residence: Arispotle ~
~ The Windermeer Male Fashion Show Champion ~
~ Ubi major, minor cessat - The weak capitulate before the strong ~
marct wrote:Ummm, yes. All Tryker ladies and beautifully tanned Fyrosian babes please form an enormous swell of love around Noin!
Awaiting the love for shield crafters.
Noin.
And MA could stand for Magic Armour too.
--
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold... We're neutral, you're just too cheap to hire us.
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i really like the MA having high magic resists certainly gives something extra to think about and adds more diversity. which is always a good thing. choice is always nice
there's one solution, as simple as effective; reduce the off damge by half, as it always used to be, the ones who complain about it are only the off mages who are already overpowered, making 3k damage over a big range! without moving you can select and kill numerous people, and don't start arguing with the hp and sap costs, why are the healers for!?
a melee does 1k damage max and has to follow the ennemy, who isn't hit by running away, furthermore he will be the ONE target because he has to run into the ennemy lines!
with 3k damage by 10 off mages, there can be as much healers as you want, the melee isn't surviving for long.
if you want more damage, there's one thing which should be changed: aoe spells; why is the bomb or ricochet loosing power? it consumes much more credits, so leave the damage as it is and a bigger range wouldn't hurt.
this solution would combine both sides, the melee receiving less damage and surviving a bit longer, and the mages doing more damage on a group; if everybody receives more damage, healers will have a lot of work AND will be stolen hp too...
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