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  1. #11
    Community Member redspecter23's Avatar
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    Jul 2007
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    Since it appears that the old style of thinking and 95% melee mitigation are things the devs do not agree with, I suppose the questions should be asked.

    1. How much of a beating are melee supposed to be taking by dev standards? 50% overall? 70%? Higher with maximum effort?

    2. How are the melee supposed to deal with the incoming damage? In raids, a dedicated healer goes a long way. In 1 -20 leveling content, are we to rely on cure serious pots that barely held up before?

    3. How much of a beating are casters supposed to be taking relative to the beatings that melee take, from a dev standpoint? And are the beating the casters are currently receiving reflecting those numbers? Any plans to reduce the survivability of casters relative to melee at some point? I think air elementals all on their own drop melee survivability a few points compared to casters. Could you add an elemental that specifically targets and massively cripples anyone that ISN'T in melee range? Maybe give earth elementals an anti magic debuff for 20 seconds to tack on to any failed earth grab check. Annoying? Yes, but no more so than an air elemental is to a melee.

    4. Are there plans to provide additional defenses to melee for heroic content in the enhancement pass? Casters and divines do not need a babysitter for leveling content (or epic for that matter). I worry that low level melee having their ac knocked down will become more fragile than before, which I assume is what the dev goal is. How are we to handle the higher incoming damage without bringing a dedicated healer along or settling for normal and hard content while casters breeze through elite whether in alone or in a party and reap maximum xp.
    Last edited by redspecter23; 06-15-2012 at 02:58 PM. Reason: Fixed formatting issues
    Kaarloe - Degenerate Matter - Argonnessen

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