Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
at level 70+ the mobs are alot tougher to kill, the spell's that you have provided are a little bit weak in the dps out put (i was doing the Eternel realm and the champs at level 90+ split in 2-3's). i understand that you want this class to be a "jack of all trades master of none" but you have to scale the spells for those who want to max out the class's level.
Melee:
ok this path is amazing for CC (Crowd Controle) so your group can realy rip into the group. aslo it makes soloing alot easyer than the other 2 paths. The Melee that you have made is perfect for those rather large and nasty groups that would normaly wipe out a group.
but ya i'll keep ya posted on this class on the higher levels :)
EPIC!
Props & Cons
1.) why did you give this class Ice Blast it does no dps from what i can see?
2.) meteor Burst is...well..ok, it has a good amount of dps but you should throw in a larger range for the splash damage seeing that the Meteor it self (the Graphic) is huge.
3.)Fireball is awsome. you should make it have a fair bit of splash damage mixed in.
4.) absolute Zero should have a heavy slow down rather than have a 25% chance to freeze the target.
this class has a great feel to it and i think that we all can see that your working hard on this class and are trying to balance everything out. your doing great but you should be thinking more AoE dps than what you have now.
Never use an image like this without giving proper credit.
This said, I really like your skill selection for this class. I think they fit the theme very well.
2) Modify your charge bar. Giving your class a unique charge bar mechanic will make it feel like a new experience. For this class, you could make the charge bar favor a certain playstyle, for instance, it could give benefits for switching up between your ranged and melee abilities.
Lastly: uniqueness. I don't want to feel like I'm playing an Outlander with a few engineer and embermage abilities tossed in. There are two things I feel you could do to really make the class excellent.
I also like the simplified skill trees. The Sword/Gun/Magic combo has a very 'adventurer' feel about it.
That said, I would like to be able to use the magic skills as a sword/gun wielder. Like you said, the class is supposed to be a jack of all trades. Making players switch weapons just to use 1/3 of their already limited selection of skills is kinda harsh.