Hey Arcadians,
on the occasion of the many discussions about champions in the Forum Post: Class balance - "Madness and stupidity", I wanted to share with you my view, my test of the last days as Champion/Mage Tank and suggestions for improvement for the future.
In general, I would like to make it clear that not only champions in dps mode (disassembly mode), but also in tank mode (shield form) occur too strongly in the ini. As a champion/mage I have in full dps gear with two-handed hammer without 90 ISS 3.5kk def in shield form and with 10 stacks 5kk. Here you have to keep in mind that as a champion/mage you do still violent damage by the way. Although like any other tank, I made tactical smash on the boss and did not go to maximum damage, 2-3kkk damage were always possible. On the one hand, it's quite funny, but understandably it annoys other players at some point and you ask yourself, am I tank or dps now and is it fair to other classes?
Or even better. Champion/Knight I have tested with 7kkk def every now and then and you are unbreakable despite full dps gear. Even if I play champ as a main class, here should take place some balances.
Also the Champion/Druid should not be able to heal half of a full gold healer in the dps gear by the way and still provide good support + dmg. That's why I thought a few things and you could maybe solve the "Champion/Dps/Tank/Heal" problem with the following possibilities.
The basis of my ideas is to remove the shield form, but still offer 3 different tank classes, which should be fair to knight classes.
The following suggestions are considered general changes for Champion Tank classes: Champion/Knight, Champion/Warrior (although no one plays anyway) and therefore as another tank option of the Champion/Priest.
1. "Disassembly mode" is an elite skill that allows you to wear plate gear.
But not as usual, no stamina is converted to strength. And your "Runecraft - Fortify" provides while in a disassembly mode state physical defense by 32%. That is more than enough.
2. "Rune Overload" is also expected to become a new Elite ability that only Champion Tanks have and need for their role.
3. During disassembly mode your "Rune Growth" should decrease your received physical damage and magical damage by 10,7% while being under effect of rune overload.
4. The skill "Last Line of Defense" will also only be usable for tank classes and changed in disassembly mode.
In order to incorporate a bit of variability into the different classes, I thought about a few class-specific changes.
Champion/Knight:
1. This class is balanced with the above changes in values according to calculation equal to knight classes and in my opinion much better balanced than before. I would like to see a small change in the Skill "Holy Roar", namely that an aggro multiplier is added as in the whirlwind shield.
Champion/Priest:
1. This class is actually quite funny, but unfortunately you also see very rarely, because simply on the one hand the champ/druid the better supporter thus does not give a proper sense for the class, although the mechanics with the Light Pulse is a good idea.
2. That's why I would reduce the mana consumption of Light Pulse to 2% from 6% and remove the 0,2 STA heal. In my thoughts it is a tank and not a heal xD. The aggro multiplier is absolutely fine.
3. Another good tank support for the group is "Suicide Advance", but you would have to remove the defense reduction and then there would be no problems with the hits on the boss at the beginning.
4. As a last suggestion and feature for this class, I would remove the Reviving Blast skill because you hardly use it when you play this class and replace it with a new skill. For example, as a /priest you could implement a similar priest bubble that lasts 15 seconds and reduces the damage of the mobs within a radius of 100 that are in this bubble by 20%.
First of all, the tank considerations.
In addition to compensating for the loss of shield form a bit and to preserve the style of play and sense of the champion, I would make "Feedback defense" as a general skill for all champions. Maybe the duration could be increased to 30 seconds with 90 seconds cooldown. In addition, physical defense is increased to 20% from 16% and the damage is increased to 15% from 8%.
Finally, I would like to comment on the Champion/Druid:
1.Unfortunately, it really cannot be the case that you support a full raid with str/str gear, do damage and then act as a healer. I think it really outweighs the role of the champion. Making half of a full-fledged gold gear healer during dps should not be possible.
2. During "Recover", the complete multiplier of STA should be removed and set from 3 to 0.5 or 1 at STR.
3. During "Field of Replenishment", the complete multiplier of STA should be removed and set from 3 to 0.5 or 1 at STR.
4.After this change, both chain dps can support classes with the champion/druid, make dmg and easily support in healing. Cloth healers are still able to heal because of the healing bonus etc. with this class, even without STA multiplier.
Greetings Ryzek