If only there was a creature that could cast dispel
We're going to have Collector Mk II faction aren't we?
Lots of BS and no fun.
Next thing you'll be telling us is enemy archers will be getting ungodly amounts of stagger.
If only there was a creature that could cast dispel
Legionnaire: Increased damage per nearby enemy
Assassin: Inherent poison or sunder damage on critical attacks
Archer: Increased targeting range
Elementalist: Immune to fire damage
Keeper: Nearby allies gain increased mana/stamina regeneration
Alchemist: Someone made a topic about linking abilities to both flasks when they are taken. That'd be viable IMO
Necromancer: If sent into the Fade, you can use any ability without cooldown or mana cost for 20 seconds.
Reaver: Already being looked into
Templar: Passive health regen
Hunter: Increased damage resistance when near an enemy (could be flat bonus or per enemy)
Arcane Warrior: Fine
Avvar: Defensive bonuses (If Chilled - gain increased armor, If Burning - increased movement speed, If Shocked - 15% Chance to stun melee attackers)
Duelist: Fine as is
Virtuoso: Fine as is
Is the AW really fine though? Mechanically they still work post nerf. But, I wouldn't say they're "fine" given that thematically they're supposed to be a melee-mage and right now the best way to actually play them is like crowd controlling rift mage.
Is the AW really fine though? Mechanically they still work post nerf. But, I wouldn't say they're "fine" given that thematically they're supposed to be a melee-mage and right now the best way to actually play them is like crowd controlling rift mage.
You still play them at close range. You just don't use the sword much anymore, or at all in my case.
You still play them at close range. You just don't use the sword much anymore, or at all in my case.
No. You can still play them at close, while having no real incentive to do so, you're just as well off playing them at long range. As for not using the sword, that is kind of a problem in and of itself given they're supposed to be melee mages. If I want a range damage dealer/controller, I shouldn't be picking the arcane warrior.
No. You can still play them at close, while having no real incentive to do so, you're just as well off playing them at long range. As for not using the sword, that is kind of a problem in and of itself given they're supposed to be melee mages. If I want a range damage dealer/controller, I shouldn't be picking the arcane warrior.
I think combat clarity is kind of an incentive ![]()
I think combat clarity is kind of an incentive
Not much of one when restorative veil and rejuvinating barrier can do the work by themselves.
If only there was a creature that could cast dispel
This doesn't sound good..
I recommend playing on routine
Isabella should be able to seduce every mob she fights.
If only there was a creature that could cast dispel
If only there was a creature that could cast dispel

I...no!
No. You can still play them at close, while having no real incentive to do so, you're just as well off playing them at long range. As for not using the sword, that is kind of a problem in and of itself given they're supposed to be melee mages. If I want a range damage dealer/controller, I shouldn't be picking the arcane warrior.
I run AW in FC Perilous on solo and use Fade Cloak a lot, I am always toe to toe with my enemies, SB is really not required for being up close and personal, granted the dragon takes a while to take down but all the zones are easy to do against any faction, especially demons..
Fade cloak, Stone Fist, Fade Step, Chain Lightning- Superb cooldown amulet, HOK ring, Chain lightning ring, belt of health. And my stats are not that high 13/43/47 (something like that anyways)
I say I can solo it but much prefer to have some people to help with the dragon.. ![]()
Maybe for the Hunter; a built-in class mechanic called "Survivalist's Tenacity" where they permanently passively heal on hit for 1.5% health and each time an enemy dies near the Hunter they receive a stacking ranged/melee incoming damage reduction buff that caps out at about 15% for both damage types but is reset once the hunter is incapacitated (downed state). It could raise by 3% per enemy killed so about 5 to maximize it while not getting downed.
That or Survivalist's Tenacity can kick in when the Hunter has 50% or less health remaining; 15% incoming damage reduction, but with the heal on hit passive being permanent regardless of health state. The defensive buff could even potentially increase in intensity the lower the Hunter's health gets (15% at 50% health, 30% at 25% health) The idea is that the Hunter is just one tough individual for the enemy to kill off without overpowering the Hunter's defense.