Shinarae wrote:
The "shield wall" skill has been added to the game. The concept is to both
promote crimson deftanking usefulness while at the same time encourage active
This is a good start, it makes crimsons a more active member
in a party. However, hybrids will still get picked over crimsons
any place, any time, since hybrids can still handle anything that
the game has to offer. For "Shield Wall" to really make crimsons
useful, monster damage should be upped and hybrid def-capabilities
downed... not gonna happen.
The crimson guild should be on the same level with tarmas and
conjumages in necessity for eq parties. Ggr's post (bs 8912) on
party follow has a grain of truth to it, party formation should not
be taken for granted. Thus, I propose a "Combat Maneuvering" skill,
which is the ability for front-rowers to stay in formation under
heavy enemy action. 100% for Crimsons, others less.
Basic idea:
For a party to stay in formation, a certain amount of "combat
maneuvering" must be present in the front-row, based on the damage
dealt by the enemy(s). This should be scaled so that at least one
Crimson MUST be in the party if a top-end monster is fought. One can
still use an all-hybrid party but formation might break frequently.