Originally Posted by
Zeus
I. Armor Analysis of Classes:
- Tanks -> 2500-2900 armor
- Rogues -> 1798-1955 armor (when maxed)
- Sorcerers -> 1300 armor
I think that sorcerers should at least have around 1500ish armor. If STG cannot do that, then make gale's armor boost a static boost or apply a rule where debuffs cannot cancel out gale's armor buff + reduce mage armor. This should really help a mage's survivability in both PvE (wolves) and PvP (Axe, AS).
II. Sorcerer Related Fixes:
1. I think that mage's shield should give stun immunity. I am not saying for the mages to have stun immunity until the shield breaks because that can be both good or bad. However, it would be nice to have a guaranteed 7-8 seconds stun immunity upon activating arcane shield.
2. Ice should be able to freeze in PvP, however, with shortened duration and ability not to stack with itself. This insures that a sorcerer cannot freeze a target for all eternity.
III. Warrior Related Fixes:
The main issue with warriors are not that they are weak in PvP. They are actually quite strong and a group of them can produce a lot of damage as well as be very difficult to kill! However, this does not reflect in PvP. Warriors are far to slow to be able to run effectively with most parties.
1. Create bosses and edit current bosses to have group combos. By this, I mean that in order for the boss to be taken down, the boss will need to receive a skill from each class. Example: A rogue's aimed shot, a sorcerer's ice, or a warrior's chest splitter.
2. Axe's Armor Debuff. It currently is weak @ 10%. This should at least be buffed to 15-20% considering that most pet passive will reduce armor far more than axe's armor debuff.
This is rather simple than overly changing much class balance and it ensures that players will carry a warrior into their party.
IV. Rogue Related Fixes:
1. Fix the rogue razor shield so that when a rogue adds the extended duration upgrade, it does not stop the remove impairing effects portion of razor shield from working. In the current implementation, the extended duration upgrade will cause the impairing upgrade to work correctly on first cast and then never again until death or exiting & re-entering map. The current solution is to spec out the extended duration upgrade. This needs to be fixed...truly.
My two cents...