This is an extension of this post :
http://www.wintersroar.com/phpBB2/viewtopic.php?t=1300&start=40
This post is focused on theend game (60+) abilities but could well be extended from level 1 and up
In the end game, every class can do DPS. Some better than others, but even a cleric can nuke decently. However, most classes cannot do anything to aid the efficiency of a group other than providing as much DPS as possible. The amount of DPS any class adds is marginal to the increase in efficiency created by Slowing, Haste Buffs, Mana Regen, and CC. I would really like to see these functions spread to different classes, albeit in less effective measures.
Example :
Slower.
1) Shaman
2) Enc
3) Beastlord/Bard
Wouldnt it be killer to add a couple more? Such as :
2) Enc/!Druid!
3) Beastlord/Bard/!Wizard!/!Ranger!
They never take the place of the big boys above, but in their absence they can help fill a role. And seriously, slow on a wizard? If he wizard is getting hit in the first place, they're not soloing very well. Rangers slowing puts them in an uncomfortable aggro position, but atleast they can cover that need. And giving a slow to Druids dramatically opens up grouping opprotunities, as it single handedly allows them to maintain a MT's health much like a shaman can.
Haste
1) Enchanter
2) Shaman/ Bard
3) Beast
This one is even more lobsided. I would suggest this :
3) Beast/!Mage!/!Cleric!/!Paladin!
Mages have a haste summon but who doesnt have a haste item by the time they can summon it? Clerics and Paladins with a decent haste would allow them to contribute to the group, even as a single target only. Consider that if the above changes go through, a cleric/druid team could well function in place of a shaman/enc, just not as well.
Next example:
Mana Regen
1) Enchanter
2) Bard
3) Beast
Mana regen is so completely crucial to any group its crazy there arent more classes that can help here. Magicians and Necros can aid in mana transfer but not regen. This is different because the mage or necro still have to sacrifice casting their other spells while transfering mana.
3) Beast, Druid, Mage
I think all of the druid buffs should add a Mana regen while taking another HP hit. This creates a decision in the end game between Aego or Cabbage/Glades. A caster heavy Xp group would take Glades while a raid/melee heavy will still take Aego for max survivability. Mages, on the other hand, should either get a self mana buff ala Harvest or maybe a long recast single target mana buff. Mod rods are a transfer spell that has no opposing mana regen spell to make them viable in groups.
CC
1) Enc
2) Bard
3) Nec/All classes with good roots.
Bards are second because they have to basically focus on mezzing exclusively, and have a max of about 2 targets. Root CC is available to many classes and functions well given enough space. (Incoming stolen idea) Its too good. Giving rogues a limited ability to CC would be fantastic. Finally, something other to do than press auto attack, backstab, and evade. I dont care if its totally stolen from some other game, its brilliant. Turn Intimidate into a MEZ! Refresh = Duration so only one mob can be locked down by a rogue.
Healer
1) Cleric
2) Shaman
3) Druid
4) Paladin, Beast, Necro
I would love to see Necromancer bumped up to Druid level. The necro HoTs are sufficient but I believe his instants could be increased given that they are 1 to 1 for his own life. A necromancer full devoted to healing would not be able to nuke or DoT, and is thus sacrificing extra DPS for extra healing not to mention putting themself in a position of constantly low health.
Now here comes the key part of this post. Balancing these abilities is simple through use of stacking. If Wiz has designed encounters with only the best ability in mind, then dont let the others stack. Dont let a mage mana buff stack with KEI. Dont let a wizard slow debuff overwrite Turgurs. It maintains the balance of every raid encounter while helping groups everywhere. Is any shaman going to care that druids can slow? If the shaman is in the group, he is slowing. Its that simple. Same for all of the above.
Here is a quick class breakdown that will contain many mistakes because im doing it quickly :
Wizard
- Amazing burst DPS
- Decent constant DPS
- Root CC, Ports, !Slow!
Mage
- Good burst DPS
- Good constant DPS
- Summons, CoH, !Self or Single target Mana Regen!, Resist Debuff
- !haste!
Necro
- Good constant DPS
- !Secondary Healer!, limited CC, limited Debuffs, mana transfer, limited charm, limited rez.
Enchanter
- best CC
- best mana regen
- best haste buffs
- best illusions (hah)
- best aggro management
- worst at tanking and trying to be two things at once.
- Charming class
Shaman
- best slow
- best stat buffs
- secondary healer that CAN main heal
- great mana self mana regen
- good constant DPS
Cleric
- best heals
- best hp/ac buffs
- !Haste!
- Rez
- Limited root CC
Druid
- good burst DPS, decent constant
- Secondary healer, CAN be main
- !Slow!
- Limited mana regen/hp buff
- Root CC
Beastlord
- good constant DPS
- back up healer
- Slow
- Decent buffs
Ranger
- great constant DPS
- hopefully new archery
- !Slow!
- Root CC
Paladin
- great for MTing (spell based aggro)
- Heals, Rez
- Decent buffs
- !Haste!
SK
- Good constant DPS
- FD puller
- Debuffs
- Good MTing (spell based)
Monk
- Great constant DPS
- best FD puller
- Special abilities on their other attacks are useful and need to get used more!! (Eagle strike should chance to interupt all casters even if immune to stun)
Rogue
- Best constant DPS (positional)
- hide/sneak
- !Limited Mez!
Warrior
- good constant DPS
- best tank (hps and melee based aggro, Taunt)
Bard
- Second best everything, basically
- Charming class
- Good pulling class !
And there you have it folks. Every class retains their specialities while other classes gain the ability to fill in. The result : Raids are balanced the same and more groups can function with a mishmash of classes. The perfect group, while still the best, is not so by such a large margin. And no class gains such abilities to make it overpowered in a solo situation.
http://www.wintersroar.com/phpBB2/viewtopic.php?t=1300&start=40
This post is focused on theend game (60+) abilities but could well be extended from level 1 and up
In the end game, every class can do DPS. Some better than others, but even a cleric can nuke decently. However, most classes cannot do anything to aid the efficiency of a group other than providing as much DPS as possible. The amount of DPS any class adds is marginal to the increase in efficiency created by Slowing, Haste Buffs, Mana Regen, and CC. I would really like to see these functions spread to different classes, albeit in less effective measures.
Example :
Slower.
1) Shaman
2) Enc
3) Beastlord/Bard
Wouldnt it be killer to add a couple more? Such as :
2) Enc/!Druid!
3) Beastlord/Bard/!Wizard!/!Ranger!
They never take the place of the big boys above, but in their absence they can help fill a role. And seriously, slow on a wizard? If he wizard is getting hit in the first place, they're not soloing very well. Rangers slowing puts them in an uncomfortable aggro position, but atleast they can cover that need. And giving a slow to Druids dramatically opens up grouping opprotunities, as it single handedly allows them to maintain a MT's health much like a shaman can.
Haste
1) Enchanter
2) Shaman/ Bard
3) Beast
This one is even more lobsided. I would suggest this :
3) Beast/!Mage!/!Cleric!/!Paladin!
Mages have a haste summon but who doesnt have a haste item by the time they can summon it? Clerics and Paladins with a decent haste would allow them to contribute to the group, even as a single target only. Consider that if the above changes go through, a cleric/druid team could well function in place of a shaman/enc, just not as well.
Next example:
Mana Regen
1) Enchanter
2) Bard
3) Beast
Mana regen is so completely crucial to any group its crazy there arent more classes that can help here. Magicians and Necros can aid in mana transfer but not regen. This is different because the mage or necro still have to sacrifice casting their other spells while transfering mana.
3) Beast, Druid, Mage
I think all of the druid buffs should add a Mana regen while taking another HP hit. This creates a decision in the end game between Aego or Cabbage/Glades. A caster heavy Xp group would take Glades while a raid/melee heavy will still take Aego for max survivability. Mages, on the other hand, should either get a self mana buff ala Harvest or maybe a long recast single target mana buff. Mod rods are a transfer spell that has no opposing mana regen spell to make them viable in groups.
CC
1) Enc
2) Bard
3) Nec/All classes with good roots.
Bards are second because they have to basically focus on mezzing exclusively, and have a max of about 2 targets. Root CC is available to many classes and functions well given enough space. (Incoming stolen idea) Its too good. Giving rogues a limited ability to CC would be fantastic. Finally, something other to do than press auto attack, backstab, and evade. I dont care if its totally stolen from some other game, its brilliant. Turn Intimidate into a MEZ! Refresh = Duration so only one mob can be locked down by a rogue.
Healer
1) Cleric
2) Shaman
3) Druid
4) Paladin, Beast, Necro
I would love to see Necromancer bumped up to Druid level. The necro HoTs are sufficient but I believe his instants could be increased given that they are 1 to 1 for his own life. A necromancer full devoted to healing would not be able to nuke or DoT, and is thus sacrificing extra DPS for extra healing not to mention putting themself in a position of constantly low health.
Now here comes the key part of this post. Balancing these abilities is simple through use of stacking. If Wiz has designed encounters with only the best ability in mind, then dont let the others stack. Dont let a mage mana buff stack with KEI. Dont let a wizard slow debuff overwrite Turgurs. It maintains the balance of every raid encounter while helping groups everywhere. Is any shaman going to care that druids can slow? If the shaman is in the group, he is slowing. Its that simple. Same for all of the above.
Here is a quick class breakdown that will contain many mistakes because im doing it quickly :
Wizard
- Amazing burst DPS
- Decent constant DPS
- Root CC, Ports, !Slow!
Mage
- Good burst DPS
- Good constant DPS
- Summons, CoH, !Self or Single target Mana Regen!, Resist Debuff
- !haste!
Necro
- Good constant DPS
- !Secondary Healer!, limited CC, limited Debuffs, mana transfer, limited charm, limited rez.
Enchanter
- best CC
- best mana regen
- best haste buffs
- best illusions (hah)
- best aggro management
- worst at tanking and trying to be two things at once.
- Charming class
Shaman
- best slow
- best stat buffs
- secondary healer that CAN main heal
- great mana self mana regen
- good constant DPS
Cleric
- best heals
- best hp/ac buffs
- !Haste!
- Rez
- Limited root CC
Druid
- good burst DPS, decent constant
- Secondary healer, CAN be main
- !Slow!
- Limited mana regen/hp buff
- Root CC
Beastlord
- good constant DPS
- back up healer
- Slow
- Decent buffs
Ranger
- great constant DPS
- hopefully new archery
- !Slow!
- Root CC
Paladin
- great for MTing (spell based aggro)
- Heals, Rez
- Decent buffs
- !Haste!
SK
- Good constant DPS
- FD puller
- Debuffs
- Good MTing (spell based)
Monk
- Great constant DPS
- best FD puller
- Special abilities on their other attacks are useful and need to get used more!! (Eagle strike should chance to interupt all casters even if immune to stun)
Rogue
- Best constant DPS (positional)
- hide/sneak
- !Limited Mez!
Warrior
- good constant DPS
- best tank (hps and melee based aggro, Taunt)
Bard
- Second best everything, basically
- Charming class
- Good pulling class !
And there you have it folks. Every class retains their specialities while other classes gain the ability to fill in. The result : Raids are balanced the same and more groups can function with a mishmash of classes. The perfect group, while still the best, is not so by such a large margin. And no class gains such abilities to make it overpowered in a solo situation.