Hmmm... bring back AoE cure toggle (AoE toggle for all spells, it was so much better)? :D
As for enmity, it sure is high. I guess we'll have to see in 1.20 first. :s
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Area of effect for conjurers is an annoying excercise in visual guesstimating. How big is the circle? Why do I have to tell everyone in my party to stand together for prot/shell in the middle of a fight, ruining their positioning around the mob? I like thaumaturge's cone better, but only because it's easier for me to visualize a line between me and target than a circle of indeterminate diameter. If we could do away with both, and just settle on aoe buffs affecting party members, that'd be swell. As for aoe attack spells... I'm not sure how to fix that. I'd suggest having them affect ONLY linked mobs, but I also like the danger of grabbing adds with spells; makes people play smarter. Maybe someone has a better suggestion?
My Feedback on current CNJ:
* Casting Delay
- Give me back my 1-2 seconds casting-speed on everything.
(The 1-2sec delay now messes things up now)
* Chainspell
- Might aswelll rename it to: Instant Cast.
(Even thou it's not instant because of the 2sec delay of the animation)
* Tranquility
- I would like to see a quicker activation & less animation for this skill.
And possible base the amount of MP gained from this on
how much Mind your gear has stacked up.
* Resonance
- A Blinking or Coloring change when at maximum range of Ability use.
* Ancient Magic Spells
- ........well they're crap & not cool looking. So ya you know what to do.
* Bind
- A proper bind spell that lasts longer no matter if target is moving or not.
New Spells / Abilities Suggestions: (Conjurer & Thaumaturge)
* Disorient / Confuse
- Makes the target confused & attacks anything in range.
* Final Prayer
- Sacrifice your HP (in this case HP since MP is currently so low) to Heal your part members.
* Poison - / Bio Spikes
- Attacking targets gets a few secons of poison defuff.
* Re-Raise
- It's getting harder now..so this would be nice.
(Even if it requires a Quest to get, wich would be cool)
* Fade
- An abilility to reduce hate based upon intelligence maybe.
* Chaos
- Light & Dark Spell much like Shadowseer.
(Wich still is my Favorite)
* Elemental Minion
- A lesser elemental Minion that can aid / buff in battle.
(Fire, Water, Wind, Eart, Lightning, Blizzard for Conjurers & Dark, Light for Thaumaturge)
* Sacrifice III (AoE)
- Bring back the AoE Sacrfice please.
* Clone / Shadows
- An ability for Thaumaturge to clone him/herself with 2 extra
shadows wich deal 50% of Your Spell damage to target.
- Just a few wierd suggestions, might be some overkill on these lol
- Noomy.
Why does Stoneskin take so looooooooong to cast? And why is the recast time for Chainspell 3 whole minutes? Let's allow conjurers a system whereby they can chain spells through skill of game play and optimal gear, not just some ability on bar.Quote:
Situational and Instant Cast abilities. If you want to make healing more engaging, other than cure, with sprinkles of stoneskin and protect/shell in between, you need to have more engaging moves with some moves being instant cast (ie: no cast bar!) It would be great to have some type of self buffs that increase healing potency for a short period of time (with an animation that lasts the full duration of the buff), as well as moves that add some flare and fun for healers.
I'm surprised to find this thread, I had the impression curega2 generated less enmity than it did before 1.19.
People have already suggested abilities to help control your enmity.
Those are all very good.
In the event that you do draw mobs, you may find the following help too:
Sentinal (gla)
Aegis Boon (shield)
Outmaneuver (shield)
Deflection (shield)
Punishing Barbs (thm)
Drain (thm)
If you cure yourself while you're being attacked, you can make it really hard for your tank to pull the mobs from you. Sentinal and the Sheld Skills help you mitigate the damage sustained so hopefully you won't need to cure yourself until the fight is over.