I hope to see the changes implemented (with the heal trigger fix ofc

cheers:)
Moderator: Moderator
I guess this class gets a pretty strong start but later on it gets more well rounded. The Celestial/Light tree is one I normally take from the escort (if available) so there is no big value added here. You still have to invest a cat. point to unlock it. Wildfire is an overkill. You don't need it at all. First of all, half of the talents there work with spells you don't have access to, the rest is easily replaced by the talents available to the Knight. The res. penetration is also unnecessary, as you get a similar talent in class specific trees.Been playing this class a bit and I got to say, it feels really broke
O, thats niceAs for Wildfire, I like Burning Wake (it can trigger off of the Solar spells despite the description)
I've noticed most of the abilities of this class are flagged as spells (its in the description of the abilities)James LaBrie wrote:So, an (surely unintended) major flaw with your usage of stamina only....
....this class can go Anti-Magic. Yeah. Since there's no magical resource barring you from entering Zigur, you can go complete, and as far as my testing has gone....none of the skills are interrupted either. Obviously Wildfire and Light would be if you took them, but this seems like a rather big issue.
My suggestion would just be to simply....flag these as spells? Maybe they are already, I haven't dug into the code to check.