The difference is that Stone and Blizzard are cast time abilities for classes that have to rely on cast times for 99% of their damage. MSK is going to have no cast times, which means that they can throw the slow, start kiting, and still have full DPS.
The Quick Repeater trait provides a 20% chance to increase the damage of your next Split Shot. Unless the increase in damage is less than double (wherein it's not really an appreciable benefit like a trait should provide), you're going to end up with Split Shot doing as much or more damage than Blast Shot.Not sure what I see you mean about Split Shot doing the same damage as Blast Shot with the trait, but whatever. I'll think on this some more. Maybe give it a debuff that lowers the enemy's resistance to whatever damage type Pistols would use.
The larger point is that you have two attacks that are just straight damage used to start their relevant combos. You could remove Blast Shot completely and it would play exactly the same as you intend with one fewer ability. DRG, which is the only class that has 2 completely separate combo trees, has Impulse Drive be a comparatively high damage attack that has a positional requirement so that the starter attacks of the two combos are actually mechanically different. You're not doing that here, and I would recommend that you either get rid of Blast Shot or have Blast Shot provide some different effect so that it is an appreciably different attack than Split Shot.
It wasn't so much a "you have to change this" so much as "eh, here's an idea that might make it a bit more interesting". The point of the MP drain *was* to have it act as a soft CD so that it's not just a barely modified Barrage. Either way, it's not really something that is really an issue; that was more of a thematic suggestion.And in the case of the songs, the MP drain acts more like a 'soft duration/cooldown' near as I can tell. So, as such, until you can provide a better reasoning for why I should change this, I'm keeping it as-is.
The game actually refers to Windbite as a technique that the guildmaster teaches you, as opposed to carrying a special type of arrow. Just because it's a DoW class or any ability doesn't use MP doesn't mean that the ability isn't thematically supposed to be a pseudo-magical effect. GLA gets Circle of Scorn which is *explicitly* magical, MRD can make a shockwave with an axe, MNK can wrap its fists in elements, etc.Also, yes, it's enchanted ammo. That doesn't mean the Musketeer was the one doing the enchanting. This is fantasy. It's entirely possible your invisible ammo pouch could hold pre-enchanted ammo, just like how your Archer/Bard's invisible quiver could have arrows enchanted with wind magic, AKA, Wind Bite.
I'm not entirely sure what happened here. I remember doing the calculation to determine the attack string, but I guess it got eaten by the editing process somehow. As written, the attack string you've current got implemented is Split>Hot>Blast>Detonator>Blast>Detonator. That's *monumentally* boring, especially since there isn't anything that mixes it up like the procs that BLM and BRD get; it's just the same 4 buttons repeated ad nauseum for the entire fight with no real variation.The rotation is just going to be...?
HoTs do not generate appreciably more hate than any other healing effect. The reason that Medica II is such an absurd enmity generator is because it places a HoT on *8 people at once*. The only time that HoTs are even an enmity issue otherwise are when the healer throws a HoT before an add spawns or the tank starts the fight and that's not because of the *amount* of enmity generated, but the time that it's generated.I made it reduce enmity because, outside of its main heal, all of Chemist's healing skills include HoTs, which a WHM friend of mine says generate HUGE amounts of hate.
Massive percentage based healing like that coupled with resource regeneration gets into a *really* weird place, even with a CD, especially when it's recovering both TP *and* MP. It's perfectly acceptable to leave TP out of it, especially given that resource issues are really only encountered by healers (the only time a DoW should run out of TP is if they're AoE spamming for an extended period and don't allow themselves some time to cool off). Rather than going with percents, since you're making it an AoE, it would probably be better to simply use potencies: heal potency approaching 800-1000 (which is the same as getting 2-2.5 Cures on everyone at once) and some level of refresh potency (refresh is weird as hell so I've got no real clue how the listed potencies effect the gained mp). It's important to rein in the potency of stuff because you're making it an AoE. Benediction is a 5 min CD that fully heals a *single* target and does nothing to their resource pool. You're asking for something on the same CD that heals multiple people while also restoring their resources, which is, for balance purposes, going to dilute the effects considerably.Yes, I did in fact intend it to have a 5 minute cooldown. Once more, thank you for catching that typo. I'm thinking I'm going to reduce the resource regeneration to 3% per 3 seconds for 15 seconds, perhaps?
Lol, there's a bit of a difference between "approval" and "not having a problem with it" but take the victories where you find them.Speaking of which, the fact that you're not saying anything about it tells me that you approve of that ability. Hooray!
Now that 2.1 has dropped and we've learned that BRDs no longer get appreciable value out of Rain of Death, the secondary effect probably needs to be reevaluated. A simple solution could be having the patch cause any enemy that stands in it to be Blinded, which is of the same theme while also weakening it to a similar level as Rain of Death's secondary effect. As a 2 min CD, you could probably get away with it being a potency 150-200 initial attack and have the ground patch tick for potency 20-25 for the 30 sec duration that the patch is around. You could even conceivably bring the CD down to 1 minute so that it's comparable to BRD's Flaming Arrow (if it's on GCD, you can have the frontloaded damage be approx. your expected mean potency per GCD from special attacks with the DoT mirroring Flaming Arrow's); the debuff aspect would be explained by either being a job ability rather than a class ability, justified by slightly lower tick damage, or ignored completely because abilities aren't balance on a one-for-one basis but as completely suites belonging to a class/job.Hmm, I think I'll go with that idea of yours. Call the debuff while they're standing in the patch "Lead Dust" or something, I guess. Give it a 2-3 minute cooldown and, obviously, drop the damage potency way down. Maybe 200 potency?