First off, we have the explosives:
I've been talking to Jagz about this, and here is a proposal to adjust the crafted bombs for dealers. This change will give the class many more options to choose from in combat, but also ad a great amount of strategy when fighting. All grenades/bombs/explosives will keep the same 6 second cooldown, however, all of them will share the same cooldown except for the non status ones. (which should be seperate).
Dealer Bombs
Hand Grenade: Physical Damage (1000 skill power) Seperate Cooldown
Acid Grenade: Poison (300 damage/second 10 second duration) 100% success NO DAMAGE
Mana Grenade: MP reduction (35% mp down) 100% success NO DAMAGE
Flash Grenade: Accuracy down (30% acc down/ 10 second duration) 100% success NO DAMAGE
Concussion Grenade: Stun 95% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
Hand Bomb: Magic Damage (1000 skill power) Seperate Cooldown
Shrapnel Bomb: Defense down (30% defense down/ 10 second duration) 100% success NO DAMAGE
Formerly Acid Bomb
Shadow Bomb: Dodge Down (30% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana Bomb
Sticky Bomb: Attack Speed/Mspeed down (30% aspeed/mspeed down/ 10 second duration) 100% success NO DAMAGE
Formerly Flash Bomb
Artisan Bombs:
Explosive: Physical Damage (1500 skill power) Seperate Cooldown
Napalm Explosive: Burn (500 damage/second 10 second duration) 100% success NO DAMAGE
Formely Acid Explosive
Suicide Explosive: Taunt (10m aoe radius) 100% success NO DAMAGE
Formerly Mana Explosive
Flash Explosive: Accuracy down (40% acc down/10 second duration) NO DAMAGE
Concussion Explosive: Aoe Stun 95% success (6m radius) 100% success NO DAMAGE possibly lower range than the other grenades (maybe 8m-15m) (current grenades are 20m range)
High Explosive: Magic Damage (1500 skill power) Seperate Cooldown
Shrapnel Explosive: Defense down (40% def down/10 second duration) 100% success NO DAMAGE
Formerly Acid High Explosive
Shadow Explosive: Dodge Down (40% dodge down/10 second duration) 100% success NO DAMAGE
Formerly Mana High Explosive
Sticky Explosive: Attack Speed/Mspeed down (40% aspeed/mspeed down/10 second duration) 100% success NO DAMAGE
Formerly Flash High Explosive
By keeping them on the same cooldown, it gives the user an array of options but they must choose which will be the best for the scenario. Do I want to stun my enemy right off the bat? (Keep in mind the stun bombs will do no damage now) If I do, I will have to wait 6 seconds before I can stun him again, but in doing so I won't be able to deal any status effects. Likewise, if I want to hit that dastardly champ with a defense down so I can deal more damage, I won't be able to stun him right afterwards.
Let me know your thoughts.
New Bourgious skill: Landmines
Max level: 5
The landmine acts as a summon. You plant it where you want, and it will stay in place until the castor leaves the map (not just the visible area), dies, or the landmine is detonated.
In order for the landmine to detonate, an enemy (be it player or monster) must step with 10m radius of it. On impact it will explode causing aoe damage and movement speed down. Once the landmine is removed (be it the player dieing, leaving the map or it exploding) they will be able to plant another one.
Level 1: 50 summon gauge, 200 mp, 900 skill power, 30% mspeed down with 10 second duration (100% success)
Level 2: 46 summon gauge, 250 mp, 1050 skill power, 35% mspeed down with 10 second duration (100% success)
Level 3: 42 summon gauge, 300 mp, 1200 skill power, 40% mspeed down with 10 second duration (100% success)
Level 4: 38 summon gauge, 350 mp, 1350 skill power, 45% mspeed down with 10 second duration (100% success)
Level 5: 34 summon gauge, 400 mp, 1500 skill power, 50% mspeed down with 10 second duration (100% success)
It should have a slow casting animation so that you couldn't effectively use it when going head to head with someone. And the landmines will detonate with damage based off the castors stats when they set it. Also, they will appear invisible on enemies screens, however decloaking within range will reveal the landmine, but not detonate it.
At level 5, the bourgious will be able to summon two seperate landmines if they have to max mercenary employement to increase the size of their summon guage.
This option gives dealers a viable (and tactical) summon to be used in pvp, the dread knight is more suited for and still will be more useful in pvm.
Mastered Triple Shot: This skill takes atleast 35 points to max, (24 points which are spent on mediocre attack skills), has a slow casting animation and to top it off not status effect. I would suggest to increase the range on this skill to 40m range, and give it slightly more skill power to (it has 1350, say bring it to 1550).
Considering the amount of points it needs it should actually not be a useless skill.
Weapon Augment: Increase attack speed buff percentage to 50%.
Also, ZoopkeeperAndy's ammo thread is another interesting concept that should be looked into: http://forums.warppo...-ammo-proposal/
Anyway, that is all for now.
Edited by Phish, 08 February 2011 - 04:57 PM.