- Jan 6, 2013
- 92
- 4
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So there's been a lot on the forums regarding ranged classes in PvE, specifically archers and wizzies doing sub-par damage (Tao's are slow too but that's always been the case), however a lot of balking goes on about archers and taos in PvP, how can we affect one while minimizing the impact on the other?
A cast speed stat affixed to new jewelry perhaps, this speed would of course have to affect the windup time between casts rather than the cast animations themselves as to affect PvP minimally, as well as require a loss of primary stats (as per the gale set) for using them. Now, as ranged characters are rarely standing in one spot chain casting against melee players (unless they have a death wish), the only instance this would have big affects on PvP is in giant group PvP where a caster might be able to do this, or ranged against ranged, in which case the stat would be equally available and therefore not affecting the current balance much.
For wizzies and archers this allows them more damage in PvE where there seems to be big gripes, and would perhaps give Taos some more breathing room for all the inane buff spamming we have to do (I'm looking at you UE).
This could have alternate affects as well, for example: lowering time between damage ticks for Tao poison or Wizzy FW damage, maybe increasing pet movement speed a bit for them, or perhaps at a real high number give AB an extra tick?
It'd be a pretty fun dynamic to have in game imo.
Alternate ideas/Thoughts? (Please keep salt out, if you disagree please keep it constructive and _TRY_ not to argue amongst yourselves, it's just theorycrafting after all!)
A cast speed stat affixed to new jewelry perhaps, this speed would of course have to affect the windup time between casts rather than the cast animations themselves as to affect PvP minimally, as well as require a loss of primary stats (as per the gale set) for using them. Now, as ranged characters are rarely standing in one spot chain casting against melee players (unless they have a death wish), the only instance this would have big affects on PvP is in giant group PvP where a caster might be able to do this, or ranged against ranged, in which case the stat would be equally available and therefore not affecting the current balance much.
For wizzies and archers this allows them more damage in PvE where there seems to be big gripes, and would perhaps give Taos some more breathing room for all the inane buff spamming we have to do (I'm looking at you UE).
This could have alternate affects as well, for example: lowering time between damage ticks for Tao poison or Wizzy FW damage, maybe increasing pet movement speed a bit for them, or perhaps at a real high number give AB an extra tick?
It'd be a pretty fun dynamic to have in game imo.
Alternate ideas/Thoughts? (Please keep salt out, if you disagree please keep it constructive and _TRY_ not to argue amongst yourselves, it's just theorycrafting after all!)
