Antimagic for melee classes
Posted: Sat Apr 30, 2016 9:06 pm
I don't like the way Antimagic currently works to non WIL and CUN classes, and I would like to propose some changes:
- Make antimagic talents use the higher of WIL, STR and DEX to unlock the skills;
- Resolve and Antimagic shield could use combatTalentStatDamage picking the higher of WIL, STR and DEX;
- Aura of Silence could be based on the higher of Mindpower or Physicalpower (and may be Accuracy), or better, just make it irresistible;
- Mana Clash could be a ranged melee attack, like weapons of projection, doing manaburn damage, or simply keep it as a cast and change it to use combatTalentStatDamage. It should also afflict the target with either the "burns latent spell energy" (like inquisitor's weapons) or "disrupts spell-casting" (weapons of disruption).
My general sentiment is that all non magic melee classes, like warrior and rogues, should be viable and strong when taking the Antimagic. Antimagic should be a neutral tree, that everyone can take without sacrificing the main stats.
- Make antimagic talents use the higher of WIL, STR and DEX to unlock the skills;
- Resolve and Antimagic shield could use combatTalentStatDamage picking the higher of WIL, STR and DEX;
- Aura of Silence could be based on the higher of Mindpower or Physicalpower (and may be Accuracy), or better, just make it irresistible;
- Mana Clash could be a ranged melee attack, like weapons of projection, doing manaburn damage, or simply keep it as a cast and change it to use combatTalentStatDamage. It should also afflict the target with either the "burns latent spell energy" (like inquisitor's weapons) or "disrupts spell-casting" (weapons of disruption).
My general sentiment is that all non magic melee classes, like warrior and rogues, should be viable and strong when taking the Antimagic. Antimagic should be a neutral tree, that everyone can take without sacrificing the main stats.