User talk:Eronth/Phantomeer

This would be such an overpowered class it's not even funny. The ability to hit through foes with lunge attacks, the high damage for it's attack speed (14-29 compared to 15-22, 7-17 and 6-28) and the fact that spells are linked to the same attribute as their weapon. The increased energy regeneration would easily give them better energy management then most other classes and from the way it is worded phantoms are unremovable stacking buffs that also give an armor bonus with certain insignias. If this class were ever to come into existence it would be nerfed in a day.--Devils Apprentice 21:15, 16 April 2007 (CDT)
 * rewording Eronth 21:22, 16 April 2007 (CDT)
 * also i, without thinking, compared the weapon to a spear, thats why i have it overpowerd. reworking weapon stats (also, they cannot hit through foes, it can go through allies from the back of the line, but those skills would require a lot of energy to pull off, especially the ones with conditions delt at the same time, to make the skills unspammable,)
 * looking at energy regen, considering cap (thank you for your input though, it keeps my stuff in balance cause i suck at that for whatever reason : ) )Eronth 21:26, 16 April 2007 (CDT)
 * No problem, stuff like this will never be completely balanced on the first try since people often look at things from different angles. Also not everything I listed should be changed since that would give it completely the opposite problem, and every class has their strengths, I was merely getting the point across that this had a particularly high number of strengths compared to most classes.--Devils Apprentice 21:35, 16 April 2007 (CDT)
 * there, i think its a little more equalled out now, less e regen, less max e (origionally it could get somewhere in the 55-65 range, now its 48 max) weapon balance, chaos edited a tad, so that it affects halberd some of the time rather than being pure casting abilities Eronth 21:53, 16 April 2007 (CDT)

It's an interesting concept, but I think it tries to do too much. This would be really interesting as a Caster class, and a Halberdier might also be cool, but trying to combine them gives you too many problems. For example, that low energy pool is essentially going to make it impossible to actually cast more than a single Phantom type spell. You might consider simply making this a back line caster and seeing how you can expand that aspect of the profession. For example, you could have spells dealing Chaos damage rather than allowing what appears to be a caster or ritual build to have powerful melee attacks. Anet has been very consistent in terms of having clearly defined caster and melee classes and the reason I think for the lack of overlap is that it is simply too hard to balance the twoo objectives. Just my thoughts. *Defiant Elements*  +talk  22:03, 16 April 2007 (CDT)
 * heh, guess you're kinda right, but ive always been one to push to far, why stop now :P Eronth 22:08, 16 April 2007 (CDT)
 * Looks good now imo... as for the two objectives what do you think dervish do? :P--Devils Apprentice 19:03, 17 April 2007 (CDT)
 * kinda, but the dervish is more self enchant where this guy actually does some foe castings Eronth 00:39, 18 April 2007 (CDT)
 * Yeah, Dervishes do have slightly larger energy pools and do tend to cast more spells than most melee classes, the vast majority of thier spells are designed to increase their melee ability. This class on the other hand actually seems to cast spells completely unrelated to melee while also being a melee class. What I meant was this.  No class, Dervish included, is thought of as being both a caster and a melee profession.  Dervish is a melee class, pure and simple.  There is a reason for that, namely, a class which can simultaneously do both is rather overpowered and it is hard to limit that factor.  If you limit energy, they aren't effective casters, if you limit armor or melee damage, they aren't effective fighters.  There is a reason most "hybrid builds" are bad, hybrid professions also tend to be either very bad or very overpowered.  So, what I was trying to relay to Eronth was that by trying to balance the class, he actually underpowered it since it would be an alright fighter and a pretty bad caster, so I was telling him to consider making Phantomeer a caster class or making a Halberdier.  [[Image:DE Sig Test 2.jpg|50x19px]]  *Defiant Elements*   +talk  19:50, 18 April 2007 (CDT)
 * Now THIS is the kind of boss I would like to fight in GW. Abs of Glue 17:44, 18 April 2007 (CDT)

Little side note, there is NO way anyone could swing a Halbred as fast as a sword, and even if they did, their heart would explode. Halbreds should attack as slow as a Hammer or Scythe.--Nog64Talk 17:47, 18 April 2007 (CDT)
 * Perhaps even slower given they have greater length and length effects swing time as much as weight (Halberds are also very heavy). If you tried to swing a halberd quickly, you would fall because you wouldn't be able to balance yourself.  [[Image:DE Sig Test 2.jpg|50x19px]]  *Defiant Elements*   +talk  19:51, 18 April 2007 (CDT)
 * maybe not as fast as a sword, but it does have much less of a head than a hammer or scythe would, i would project it would be faster than hammer/scyth, but slower than hammer. then again, you would think someone could get those daggers moving faster than a sword or axe... ill look into itEronth 19:44, 18 April 2007 (CDT)
 * Well... Daggers are faster than swords and axes. [[Image:DE Sig Test 2.jpg|50x19px]]  *Defiant Elements*   +talk  19:51, 18 April 2007 (CDT)
 * a daggers swing time is the same as axes and swords, it has a chance of double strike, but still, held and swung halberd's and swords before, the halberd was deffintntly heavier, but it was still very managable. hammers are larger than that and are heavier (they have more mass in the head of the hammer than halberd) i frankly believe that the scyth could move faster, but whatever. And the greater length thing is only put into effect when you use Lunge skills, which will have a casting time to increase swing rate.  Idk, ill have to think about it   Eronth 19:56, 18 April 2007 (CDT)
 * I could have sworn Daggers had a faster attack speed than Swords or Axes. Was there an update I missed?  Haven't played as an Assassin in a while.  [[Image:DE Sig Test 2.jpg|50x19px]]  *Defiant Elements*   +talk  19:58, 18 April 2007 (CDT)
 * Daggers hit in combat every 1.33 seconds. Dagger Mastery of 16 increases the "average attack speed" to 0.99 seconds due to the double strikes that trigger at higher probablity.
 * thats taken straight from the wiki page about daggers. it could possibly be wrong.   As you can see, the only speed increase is from double strike.       ANyways, back to the halberd, does something around 1.45-1.5, 1.66 sound like an ok start for speed of halberds, or do you think that speed should be increased more than that... Eronth 20:03, 18 April 2007 (CDT)

I say 1.75 and increase the damage a bit more.--Nog64Talk 20:04, 18 April 2007 (CDT)
 * eh, id rather make this a little faster, just cause im a n00b like that. Eronth 20:05, 18 April 2007 (CDT)