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Spawn of gloom talent branch and some other change suggestions


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When branch talents were released. I got excited for this talent branch instantly because im a staff user in pvp. Its very fun and different branch, but it dont really make my character any stronger. Instead it makes me very vulnerable because of lack of healing from bird skill. Against weaker players this isnt a problem, but vs any high amped pvp character this is instantly a huge issue. The dmg on this branch is nice, but it makes the character so much weaker that its not worth using this branch. 

 

My suggestion to fix this problem is to add a dmg reduction buff on the character that the gloom skill is cast on. Not huge buff like beastmaster 35% dmg reduction buff, but like about 20% would be reasonable enough to make gloom user charmers be able to survive in pvp battles.

 

Other suggestion is to add the healing back, but reduce it a bit. But in my opinion the dmg reduction fix would be more reasonable.

 

Lets say we compare charmer to beastmaster, since they both rely on their summons. Beastmaster gets 35% dmg reduction when their moon is full hp, and has aoe heal that heals pretty much same amount as charmers single target heal, while beastmaster has huge aoe dmg too from aura.  Charmer lacks all this aoe effect from healing and dmg while having pretty much similar dmg on single target and doesnt have any defensive skill except this basic heal skill. 

 

 

1 additional suggestion that isnt "spawn of gloom" related.  Since charmer doesnt have any group buffs like every other support class. Would be nice if skill "eye of darkness" would be reworked to give some group buff. For example it could give penetration and def for whole pt. While giving the possibility to see invisible enemies for charmer.

Or making blessing a group buff. That could give continuous healing for whole party for example. Or instantly restore hp for whole party and giving buff that increases resistance stat of every pt member.

 

 

 

Feel free to give your opinions and some improvement suggestions to my ideas :)

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6 hours ago, Drown said:

Lets say we compare charmer to beastmaster, since they both rely on their summons. Beastmaster gets 35% dmg reduction when their moon is full hp, and has aoe heal that heals pretty much same amount as charmers single target heal, while beastmaster has huge aoe dmg too from aura.  Charmer lacks all this aoe effect from healing and dmg while having pretty much similar dmg on single target and doesnt have any defensive skill except this basic heal skill. 


charmer suffer a lot due to the fact of them being a summoner class that cant provide healing for their summons like BM does and due to the fact their summons are easily killed and charmer needs to spawn their maximum number of summons to deal their full damage it makes it impossible for charmer to output their max damage in arena and mass fights 

so this leaves charmer with the idea of playing staff charmer with their bird and "gloom" talent but making them both unable to heal and almost melee is basically a suicide for the charmer as the charmer playing staff means they lose more than half of their defensive stats so they rely on healing to survive but since the gloom no longer heals it means the charmer is as vulnerable as they can be 

on the other hand BM is able to output their maximum damage immediately and they don't suffer from the risk of either dealing damage and no heal ( charmer with mace and shield ) 
or being all heals and no damage or deff ( charmer with staff ) 
as their kit offers them all 3 ( damage, healing and tanking)  

so i agree with the idea of charmer gaining damage redu so they can still be able to play staff builds without signing a death wish in exchange and the gloom being unable to heal shouldnt be a thing as it completely ruins the branch

i would also suggest making charmer "otherworldly blessing" skill to also increase the health and stats of all of the charmer summons IF it was used on charmer this way charmer would gain the ability to group ( aoe ) heal his summons so they dont get immediately blown away by any group damage skills  

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Thats actually very good idea, would be exactly the same thing that beastmaster already has. Also i wonder why charmer still doesnt have any aoe/party buff? 

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