New Specialization

Rambler said:
Well, there's really no difference though, as both level 65 characters will have exactly the same set up. :/ There are obvious choices as to which one you want to go with. If there were more choices, or say you have to pick a weapon skill, and then it boosts it more than 20 %, that's all good.

Say I'm a monk who wishes to use h2h primarily, instead of making things work for 1hb, 2hb, etc, you make it work for only 1hb. And then make one for every kind of skill and casting skill. That way you get masters of 1hs, masters of 1hb, or h2h, etc. Granted it seems pointless or like the exact same system for the casters, I like it for melees.

I honestly think that the specialization concept is not meant to bolster the level 65 crowd as much as it is to bolster the sub 50 leveling crowd. By level 50, you can have 2 of the specialization areas maxed (and every class shoud have 2 main spec areas).

After you ding level 50, you will gradually fill out the remaining specializations and have AA's to further define your character while leveling. Obviously the more you level, the more everyone comes back towards being the same - but the journey to get their can be more unique now for each player.

I can see the top looking down saying whats in this for me and being dissatisfied, but from the bottom looking up - this adds a whole new dimension to leveling and is very much welcomed. And even more so to a soloist like me.
 
Bonk84 said:
depending on if the new specs will affect CH, all the high end raid clerics will more than likely go with the same spec of either better healing (if it doesnt affect the CH, or conserve mana if it does).

This is a mute point as any level 65 Cleric can have 2 full specs maxed and a third halfway there (not including any AA's).

- Not directed at Bonk84 -

This new system is an additional enhancement to leveling. Obviously, specialization is a non-issue once you are 65 and pulling in AA's - you will have maxed things out and they won't matter as much. Affecting 65+, to me, is NOT the point of this system. The point is to enhance the leveling experience while getting there.
 
The new specialization system is nice, but it seems your sticking it to the melee hybrids (pal, shd, bst, rng). Especially paladins and shadowknights because we will be forced to spread out our points while straight melees can put all their points into Blade/Strike Specialization and Blunt/Agility Specialization, while straight casters can put all their points into Energy/Defense Specialization and Focus/Mind Specialization.

;(
Carnigo Coconut
65 Halfing Paladin
<Phoenix Rising>
 
Carnigo said:
The new specialization system is nice, but it seems your sticking it to the melee hybrids (pal, shd, bst, rng). Especially paladins and shadowknights because we will be forced to spread out our points while straight melees can put all their points into Blade/Strike Specialization and Blunt/Agility Specialization, while straight casters can put all their points into Energy/Defense Specialization and Focus/Mind Specialization.

;(
Carnigo Coconut
65 Halfing Paladin
<Phoenix Rising>

Think of it this way - this allows hybrids the biggest chance to customize since there are more feasible possibilities. If you prefer casting as a hybrid - go that route. If you want to enhance your melee more since you tank more - go that route. If you want to be human - put equal points to all spec's.

Monty Python said:
Always look on the bright side of life
 
Hrm so should a wizzy put all his points into the dd one or the consere mana? Or shall I diversify? Decisions decisions. This could be fun.
 
will the focus/mind speclization effect bard charm with how much it is resited and i hope how much mana it uses?
 
I could see this as both a blessing and a curse. A hybrid has more decisions to make during the specialization path, but at the end, will benefit from all specializations. Most classes have a few categories of value and some that are near worthless or completely worthless.
 
Carnigo, youre 65, Itwont take long to max everything out, onc eyou hit 200 aas.
For now, max blade, blunt/avoid and spelldamage/mit, thats all you really need as a hybrid.
 
Kobex said:
I could see this as both a blessing and a curse. A hybrid has more decisions to make during the specialization path, but at the end, will benefit from all specializations. Most classes have a few categories of value and some that are near worthless or completely worthless.

Again, look on the Bright side of life as Monty Python taught us in The Life of Brian

Yes, you have more options so you will have tradeoffs - but let me ask you this - is any choice better than what a Hybrid had before, which was um...hrm... Nothing?
 
No Offense Carnigo, but offense is not the only way of a pure meelee. For example being a monk who pulls I am torn between Offense, Spell resist, mitigation, and avoidance. So on that note the only thing you have to worry about more than a pure meelee is the last 1 which has to do with mana conservation. So you should feel you are getting the shaft with needing to choose. Thats part of the fun of these new Specializations is the choosing.

Just my 2 cents worth. And thanks again wiz for adding another unique aspect to WR.
 
Bonk84 said:
until everyone makes a template of which spec's will be best and whatnot, just like in Shadowbane with diminishing returns on skills making or breaking the class. as this is not shadowbane, the class will remain the same, just some templates will be weaker than others.

those specs just seem to generic to me. if you really wanted to players to decide what their options would be, give them choices that they would really have to think about, like better melee damage and mitigation, or hit faster evade more in combat. or all benifical spell effects are up'd by a certain % (like shammy buff stats would increase, proc damage from spells would be increased) another nifty idea i came up in the shower was zero agro double spells in that automatically after the first spell went off, a second spell would be cast like a proc (this would be random but more points put in would increase the chance to hit, from a hidden source with double the cast time (wizard nukes mob for x damage in 6 seconds, 12 seconds later, mob gets nuked again for x damage) this would also work for healers (cleric 1 casts cheal, 20 seconds later, cheal lands a second time) just some ideas on to not trying to make it bland and generic.

depending on if the new specs will affect CH, all the high end raid clerics will more than likely go with the same spec of either better healing (if it doesnt affect the CH, or conserve mana if it does).

All high end pad healing druids will go with the energy defense spec, better healing and better nuking? this would up their DPS and their healing capabilitys, so i only see them spec'ing in this one.

just some thoughts, also, would there be any way to add in negitive effects to spec'ing? a warrior who goes with higher damage and better mitigation would become like a juggernaut, so his base movement speed should be slow'd. a caster who focuses all into healing would take a cut to being healed itself. just some random things like that.

i agree with wiz in that the old spec system has to go. in my opinion the gains of specializing a certain spell type was to minimal in only cutting back some mana costs.

Energy/Defense Specialization - Improves the damage of your damage spells, the healed amount of your healing spells, and your mitigation.
Focus/Mind Specialization - Improves your ability to bypass the resists of enemies, as well as your ability to conserve mana on casting.

Is there any way to add in more specs? or are we limited to the 5 to replace the old ones?

Way to not even read the original post.
 
This means that eventually you will have "specialized" in everything, which is a recognition of the fact that real specialization is hard to do in EQ's archaic class system - a warrior will always pick tanking, a rogue always DPS, and so on.

yes i apologise for my previous post, i was rushed and was only skimming through posts. i just want something unique to my character, instead of everyone being able to max all specs. what i liked about the old specialization was that it was semi-unique to your own self. sure most of the others of your same class were picking the same specialize, but there were some that went the other route, or at least not the entire server could eventually theoritically have picked the same specialize.

i think this is a wonderful unique idea, which is one of the main reasons i became interested in WR, but just wish it had more options.
 
Bonk84 said:
This means that eventually you will have "specialized" in everything, which is a recognition of the fact that real specialization is hard to do in EQ's archaic class system - a warrior will always pick tanking, a rogue always DPS, and so on.

yes i apologise for my previous post, i was rushed and was only skimming through posts. i just want something unique to my character, instead of everyone being able to max all specs. what i liked about the old specialization was that it was semi-unique to your own self. sure most of the others of your same class were picking the same specialize, but there were some that went the other route, or at least not the entire server could eventually theoritically have picked the same specialize.

i think this is a wonderful unique idea, which is one of the main reasons i became interested in WR, but just wish it had more options.

You have no idea what kind of rebalancing we would have to do to "individualize" the characters more. Right now there's roughly 16-17 kinds of characters (counting 12 classes and thinks and things like Main Tanks being a seperate kind), and quite frankly seperating them more is a task that dwarfs even removing CH, and removing CH would be massive.

It's just not worth 6+ months of unbalanced gameplay now that we have it down this well.
 
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