IE Abilities that do not just Fire directly for best effectiveness. We have to facilitate some specific "Other" state, or wait for some other Sequence, Timing etc of requirements for the desired skill to "Fire". Some mechanics make some Classes easier to get damage out than others under various circumstances, PVE & especially PVP. I'll paraphrase descriptions as the formal text can get lengthy.
What do you guys think regarding PVE, and PVP as our landscape changes per Patch? I know DK's are pissed now. As opposed to all the time
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It's easy to see why a skilled Sorc could have advantages obviously especially when they could shield stack to the heavens..um yeah.
Necro is one large Combination Lock both Offense and Defense. Templar might be in the sweet spot if not getting interrupted. I don't however understand the 2.5 to 3 second delays on some abilities...i get the high damage, however I "personally" don't like overly wonky mechanics.
This list is not all encompassing nor meant to be, just ones off the top of my head. list others of course that you see are too good or cause pain.
SORCERER:
Crystal Frags - Each other magic ability used has a 35% chance to proc an insta-cast Crystal Frags.
Mages Fury/Morphs - Insta cast, and if enemy falls under 20% health it explodes for Execute damage.
NIGHTBLADE:
Assassins Blade/Morphs - Short Range Executes for enemies under 25%
Grim Focus/Morphs - 5 Light Attacks enable the Firing of a much higher Damage Long Range projectile from hell.
TEMPLAR:
Sweeps/Morphs - Insta Cast but Channeled 4 hits in Cone.
Jesus Beam - Long Range Execute, enemy under 50%.
WARDEN
Scorch/Morphs - Carpet Bomb from your position, 3 Second delay to Fire.
DRAGONKNIGHT:
Lava Whip - Striking an immobile or stunned enemy, sets them Off Balance (Nerf Hammer Inc
Molten Whip Morph - While slotted using Other Ardent Flame abilities, increases the next MoltenWhip damage by 33%, stacks 3 times.
Flame Lash Morph - Targetting an Off Balance enemy changes this skill into PowerLash, which has half cost, High Damage+HoT, 3 second cooldown. (With new Off Balance Inc change, you'll be able to get the proc twice in 22 seconds approx.
Chains...The no cost thingy is nice on "Empowered" especially for mobs that cannot be moved.
Scales -
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Deep Breath -
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NECROMANCER
Flame Skull/Morphs - Every 3rd Cast increased damage 20%...Stam morph can use other necro skills towards cast count.
BlastBones - 2.5 seconds to get out of the ground before going...somewhere.
Boneyard - AOE Ground target, Corpse for 50% damage increase. One Morph has self Synergy, other for ally.
ShockingSiphon - Line AOE DOT between you and a required Corpse.