Archer
- Cannot target mobs over dead bodies, other class's can deal with this using shift(melee), pets or ground target attacks but archer has a very hard time dealing with this if they do lures and have to fight in a corner. Piercing shot would fix this but I have never seen this book/skill used before, too rare to be counted for balance atm. I lose upwards of 30 seconds every lure from this as I get trapped in unable to target last few mobs.
- HP/Defence, I have no real issues with the low max hp, as most the time I will never get hit. There could be some issues with higher end boss's being able to 1 hit kill us but the new energy shield for taos should balance that as those are group boss's. The main problem in pvp is the delay when I use buffs or shoot, I'm rooted to the spot for 2-3 seconds every time I use a skill, which lets the melee classs's 1 hit me, or ranged class's get an easy slow/poison on me if I try and fight back.
- Power shot, The weakest repulse skill for all 5 class's, works 1 level lower then the other 4 class's and only pushes back 1 mob/person, high cooldown too.
- Self buffs, don't last very long even level 3, but it takes a long delay between shooting to put all 3 buffs up, in which time the buffs are starting to run out before you even get to shoot!
- Leveling speed, slowest dps class to level out of the 4, only tao levels slower (support class). No real synergy with melee class's or wizards for leveling, do ok leveling with a tao or another archer but all the high exp/hour class's dont work well with archers. My options are to carry mp pots for wizys in exchange for fast exp or level slow solo in a small group with a tao or another archer. This might change with Piercing shot, but thats a rare book like flamefield/poison cloud so cant be used for balance at this time. Also Piercing shot will have mob AI issues like lightning.
- Can be very mana efficient with level 3 attuned mind, so often have the most pots left over at the end of a group hunt if I dont give pots away. If im doing single target damage I can prittey much live off mp regain and pot drops as long as I have enough arrow's. This might be a little bit too strong.
- High single target dps while stationary. This is amazing for fighting boss's in formation where you dont have to move, but any situation you need to move your rapid fire is useless. If your moving you have lower single target damage then wiz's using lightning with same level kits.
- Clone is too weak to be usefull for anything other then teleing. It's hp/defence has no scaling and even low level mobs can kill it very quickly. This needs a big defence buff to be usefull, and the teleport needs some restrictions on which maps they can be used on. Lost ship for example, you can teleport over the crates and skip 2/3's of a map. You can teleport inside some walls, or even into water in some area's.
Warrior
- Sustained dps is too high, they can keep up with sins on higher level content. The burst DPS seems fine for pvp.
- Low defence, for a tank class they have very low ac/amc and hp seems a little high. Has no active taunt apart from aoe skills to tag the mobs in the hope they change target and hit them.
Assassin
- Scale poorly with higher content, need some sort of passive armour piercing skill high level to remain useful.
- Die too easy, I dont see a hp increase is needed, but the defence skills for sins should be revisited and changed to increase survivability. They dont do enough damage to justify as being as fragile as they are.
- MPeater is far too rare for a key skill, all sins should have access to this.
Tao
- Slow skelly down a little and speed shinsu up a little so they synergise better together. This would be a big source of frustration if I played a tao. Damage/Defence for both seems fine.
- UE seems hard to keep active due to low timer and no visual effect to see if its active or not on other players. This could do with some love, even if its only to save my ears a beating from people asking for the buff on teamspeak!
- Strongest class for group pvp and pve by far, with is perfect for the support role.
- Soulfireball could use a buff for PVE, hits very low even with decent sc kit, but its damage seems fine in pvp. Alot of tao's I know wear defence kit and not sc kit in almost every situation. This is mainly because of the lack of scaling with damage. Cant comment about how it works with poison cloud as i'v still never seen that skill on this server.
Wizy
- Lightning AI bug restricts there leveling area's.
- Single target skills have less damage then the AOE counter parts. Greater fireball hits lower then hellfire, tbolt/FD hits lower then lightning. Makes no sense to me, and makes me upset when a wiz i just gave mp to spams lightning on a single mob because of uselsss single target skills! Looking at you varaka!
- Firebang, Icestorm skills are only usefull for pinging people in pvp, too mp inefficient for the damage done compared to lightning or thunder storm.
- TU and pets seem fine from what I can see, gives extra options.
Drops
- Some skill books still so rare that only 1 or 2 people ingame have them after many months! These include key skills for some class's like piercing shot for archer. No biest here move along ^^. I agree some skills like flamefield/curse should be rare, but skills like mpeater, blade avalanche, crosshalfmoon and flame disrupter shouldnt be for the rich only.
- No item sets for assassion or archer. No strong 26 weapons for them either. Only warriors benefit from the attack speed buffs from the warrior sets.
- 3 class's use DC items, 1 class uses SC and MC items. Leaked drop files show the same drop rate for dc items as mc/sc items. Extra chance for wiz/war/tao items from some mobs were also in these files, but no extra chance for archer or assassin weapons.