Turbine. You there. Yes, you. Come here for a moment.
What compelled you to give elite devil raid bosses such high fortification? There are oh so many reasons this is a bad idea.
Before anyone says Shield of Condemnation (which can lower fort by 50%) or Improved Sunder, Shield of Condemnation, I'm told, lasts 20 seconds. In order to get the enemy fortification lowered by 50% percent (and the math is not well known. Does a 50% fortified mob get lowered to 0%, or 25%?), a supposedly 5% proc chance must proc five times within 20 seconds, before the timer resets. The only boss with enough attacks per second for this to be reliable is Queen Lailat, who doesn't have very high fort after the update, anyway.
Improved Sunder is more consistent, but elite devils have seriously high fort saves. >40 I think. Don't quote me on that, though. And even then, it's a mere 15% decrease (and again, would a 50% mob go to 35% or 42.5%?)
The reasons why such higher fort (+65%) are bad are pretty clear, but I'll outline them:
Solution? If you really, really, REALLY must keep that fortification, give raid bosses a percent-based elemental absorbtion (including light damage) to bring casters down to earth a bit more. And because we don't want even longer raid fights, lower the raid boss HP, too.
- Casters are extremely high DPS. Fortification only affects melees, thus the gap between caster DPS and melee DPS has been increased. This is just plain bad for game balance. Casters can already solo epic dungeons without much effort, most can self heal, and all can do heavy damage at a range.
Of course, the obvious solution is to return the fortification to reasonable levels.
Rogues are intensely high DPS on 0% fort mobs, and are in the upper rings of the DPS ladder against 50% devils. Not anymore. If you are bringing in a rogue into an elite raid, against a boss with +75% fort, you've just lowered the DPS of your party. You'd be better off with just about any other class. That's the sad truth.
- Rogues are the most hurt by the fortification increase. Even very-high DPS strength rogues get most of their DPS from sneak attacks, which are blocked by fortification.
Multiple changes can fix this. LOWERING THE FORTIFICATION BACK DOWN AGAIN is the most obvious and requested, but... if you really have to...
Assassins are the most vicious and efficient killers of epic (non undead, construct, elemental) trash, second only to well played casters. Epic Midnight's Greetings, for rogues that have it, now gives +2 to assassinate DC's. Assassinate is a handy maneuvur that will force any mob in front of an Assassin to make a fort save (usually +38), or die instantly. Like the Monk Touch of Death, it can proc more than once. An affected mob may have to make as many as three successive fort saves, or die instantly. Or, one can assassinate more than one mob at the same time, if they're close to each other.
Now, when I hear the word assassin, I don't think of a blood thirst serial killer. I think of one that targets high-value political and military leaders, and has their execution down to a science. This would include ELITE DEVIL RAID BOSSES, who rogues are now ineffective against.
The Assassin ToD set is junk. 5% chance for one negative level, iirc. Any rogue will just use ravager, Shintao, etc. How about it gets improved? New effect for the ToD set: "Those with the Assassin III prestige enhancement will recieve an additional benefit: any time your sneak attacks are blocked by fortification, you have a 30% chance to ignore the fortification and sneak attack normally." There. A ToD set is improved and rogues are desired again. I know, for those that don't have that ring, it means running ToD... just run it on normal.
This does not, however, include Mechanics or Acrobats. Though they are in a distinct minority, they should still be considered. Perhaps give rogues an enhancement line to bypass fortification, at a 1/2/3/4 AP cost to bypass 15/20/25/30 percent fortification. This change would mean the ToD set would have to remain the same.
Well, that's the two main problems with high fortification. Casters are even more powerful, and one class is far more affected than any other. Mostly the rogue part. I have a very well-geared rogue, so I may have focused on that part more... at least I don't have any items left to obtain from devil raids.
The most obvious solution is to put the fortification levels back but if not...
Before anyone says Shouldn't supremely powerful devil leaders have enough experience to invest in fortification? Even lowly level nine players can get 100%:
Shouldn't a powerful devil leader know better than to focus on one tank when +7 other people are shredding his ass? I agree, if I were an evil devil general, I would be sure I was well armored, but game balance is more important than being realistic.