CRIMSONS!
Ok, now while I agree with everyone that a deftank does not need to be a
crimson, I would like to see a reason to have them in eq parties besides "they
def good, and can rescue!" because in very complicated parties this is not
enough. The abilities that hybrids have just overpower their usefulness
except on some mobs where MAYBE an entry crimson is needed.
So what to do?
I could be like John Kerry and whine about it and say that the system sucks
and leave it here, but I'll do a John McCain and try to do propose something
feasable, albeit it may be retarded.
Proposed Solutions:
1. Crimsons have a skill that uses EP (maybe 100 or so?) lasts for 12-20
minutes that gives all members bonuses to certain skills. This would be
+dodge +parry or so for frontrow and +stun manuevers +combat sense for
everyone and +qc for backrow...
2. Crimson's REP affects suggestion 1.
3. Crimsons, the master of battlefield tactics or so, would gain and recieve
benefits from partying with sabres, since their battle cadence helps keep the
party organized and motivated! These bonuses could be some small % chance to
give the whole party 1 round less in skill/spells or something around that.
4. They are a cool guild and need some help to be useful. Maybe make some new
skills "battlefield tactics" that does this stuff and make it very exp
intensive. Then there could be a more expensive "mastery", but anyway, I'd
like to see some discussion on this....
Why do this? Well the only way to make them useful is to bring up their
current abilities to be on par with other deftanks. The main issue is that
unless you downtune everyone else except crimsons, they need an uptune.
Anyway, just a thought or so.
Flame away
Sort of sparked by Nomi's crimson idea, I have something along the same lines
that would really make things interesting. Right now, a party is a party for
the most part. You have your tanks, your blasters, and thoes in between, and
really, the combo's are going to end up being realitively the same, regardless
of what guilds you have in party. For example, there are some key differences
between say a Nun and a Mage, but really in the end they fill the same idea,
and pretty much in the same way. The real only key difference is the addition
of the secondary guild. But really, regardless of guild you pretty much
always see 'tank' 'blaster' 'healer'.
Why not make different guild combos work differently with others. Nomi was
suggesting an idea based on crimso's working with sabres. Why not expand that
to all guilds? When you think of the guild combo ideas that are possible, the
bonuses/negatives to specific partys could really add a bit of flavor to how
partys are chosen. The idea being trying to find the best combo to solve or
conquor a particular area, not just about brute force.
A few quick examples could be (but not limited to) things like crimso's
working well with other organized fighting groups, like templars or sabres,
yet not so well with groups like locs and reavers, who thrive on doing things
'their' way. Perhaps some bonuses to def, or damage, based on likeness of the
groups involved. But this is not just another idea like 'lets make it
impossbile for evil people to party with nuns'. Each combo would have some
bonus, and some minus to it. I can't think of something off the top of my
head but some bonus could conceiveably come from crimsos and reavers working
together.
But that is enough from me. Anyone, player or wiz, interested in knowing
more, may contact me as you wish. Please direct all flames to your mom. n
Rek.