McShave wrote: » -change the type of damage and add a debuff or buff of some kind (poison, bleed, elemental effect) -add a form of CC or CC resistance(blind, slow, knockback, stun) -add aoe or distance
Dygz wrote: » Also, would help if we knew the 4 augment Schools for each Secondary Archetype.
McMackMuck wrote: » I hope that Augments from secondary Archetypes are closely tied to the secondary Archetype. Some examples. Heal/Regen/life stealing are tied to Cleric as a secondary archetype (SAT). Bleeds/poison DOTs are tied to Rogue as a SAT. Damage mitigation is tied to Tank as a SAT. Melee abilities are tied to Fighter as a SAT The majority of (area?) CC's are tied to Bard as a SAT. Elemental abilities and associated (weak?) CC's are tied to Mage as a SAT. What I wouldn't want to see is archetype definition being weakened by giving away their associated augment types to classes without an appropriate secondary archetype.
Noaani wrote: » McShave wrote: » -change the type of damage and add a debuff or buff of some kind (poison, bleed, elemental effect) -add a form of CC or CC resistance(blind, slow, knockback, stun) -add aoe or distance Add heals and movement to this list, and then try and give me any ability in any MMO ever that isn't just a combination of these parts.
McShave wrote: » Noaani wrote: » McShave wrote: » -change the type of damage and add a debuff or buff of some kind (poison, bleed, elemental effect) -add a form of CC or CC resistance(blind, slow, knockback, stun) -add aoe or distance Add heals and movement to this list, and then try and give me any ability in any MMO ever that isn't just a combination of these parts. This is very true. I'm wondering if there are any examples people can think of that's not this case, but I doubt it.
maouw wrote: » Familiar Spirit - ability is cast by your familiar, lets you cast 2 spells at once.
Noaani wrote: » maouw wrote: » Familiar Spirit - ability is cast by your familiar, lets you cast 2 spells at once. This is what I have wanted from a pet class since basically forever - a class where you are managing two cast bars, two GCD's and two sets of cooldowns. Still balanced together to be the strength of one character, but with twice as much to do. It's about the only way I would play a pet class.
Noaani wrote: » It's about the only way I would play a pet class.
George Black wrote: » Combat pets lessen the identity of summoners, plain as.
ptitoine wrote: » Noaani wrote: » It's about the only way I would play a pet class. From what I understood there is no class tied to pet. Like 2 weeks ago they posted something about the stable from Animal Husbandry profesion. (Post has been removed tough) I asked if a player like me (Cleric/Cleric) could have a battle pet to fight with me. And with this profession it would be possible. So it got me thinking How the summoner would be working then if any class can get a battle pet to fight with you if u work on it
George Black wrote: » Combat pets lessen the identity of summoners, plain as. Summoner/fighter, summoner/ranger should be the ones with non magical animal summons. Fighter/summoner, ranger/summoner might as well be deleted.
Dygz wrote: » I think combat pets will be significantly different from Summons. Especially in appearance.
ptitoine wrote: » George Black wrote: » Combat pets lessen the identity of summoners, plain as. Well Maybe Summoner will be the only class who can have 2 pets at once. 1 or both that can be buffed by the summoner unlike other class. Where the pet from profession only provide a tiny bit of additionnal Dps.
George Black wrote: » Why implement something so lame that the only purpose it ends up serving is to dilute the identity of the summoner?