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Cra Balancing

By Makutu - SUBSCRIBER - August 02, 2012, 18:13:01
"Thou shalt keep thy distance unless though wilst be roped in."
One of the Cra's Commandments

Over the years, we have seen the Cra go from the bottom of the barrel to the top of the food chain. It has been a long road of changes that have left the Cra in its current position: at end game, Cras are one of the most balanced classes, while at the low-midpoint they are stronger than many(mostly in PvP) due to their range, extensive debuffs, and powerful tactical spells. Their versatility is oft times sited as being a weakness and just as frequently labelled a strength.

After their first major rebalancing the Cra was a God amongst disciples. It was also the first to get a very distinct and exploitable weakness on several of their main spells: minimum range. This point was heightened later on by removing the effects of Powerful Shooting from effecting weapons, unprecedented at the time, and still the only case of this in game.

Cras have undeniable advantages thanks to their versatile spell arsenal and enviable range, they are well rewarded for keeping their targets at a distance and, due to nearly every spell having some form of utility, they are innately encouraged to use spells over weapons. Their ranged play style is the core of their strategic game play, which extends to the build of the Cra itself.

What are your thoughts? We look forward to hearing your opinion on the following questions:

- How would you rank/define the Cra class roles?
- What is the most played Cra build?
- What does each of these builds have to offer?
- With the current aim of design to push towards unique versatility, away from a staple raison d'être, is the Cra being hindered or helped?
- Have the Cra and its changes been too PvP centric over the years, perhaps neglecting/impacting PvM too much? How and what do you think would be a simple change that could narrow the gap?
- Despite changes to spells at levels 1 to 5, do you feel that Cras are still too powerful at low to mid level in PvP? Why?
- Are the less popular spells, such as Tormenting Arrow and Poisoned Arrow, in need of a makeover? If so, why and how do you think they could be changed, in order to compliment the already existing spell arsenal of the class?
- Considering the intentional weakness in close range, are spells such as Atonement Arrow and Punitive Arrow balanced enough, for the AP cost + cooldown + mininum range they entail? If not, what changes would you like to see implemented to make it more interesting for Cras to stay at range?

Note from the Zenith:
We were delighted in seeing igotleeched's enthusiasm and drive in initiating a community debate on Cras. So, before replying to this post with your answers, we'd recommend reading his thread for some interesting insights.
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- How would you rank/define the Cra class roles?
****A Ranged/Support/Damage Dealer.

- What is the most played Cra build?
****Str/Agi

- What does each of these builds have to offer?
****
Int - Ranged AoE Damage
Cha(Wis) - AP/MP steal , MP Steal . Disabler
Str - Massive Single Target Damaging Spells , Many Weapon Options
Agi - Survivability Build , Moderate Single Target Damaging Spells , Hp Steal , Non Los Spell

- Have the Cra and its changes been too PvP centric over the years, perhaps neglecting/impacting PvM too much? How and what do you think would be a simple change that could narrow the gap?
****The only PvP centric nerf that affected me the most in PvM was Lashing Arrow they should've at least made 1 or 2 of the mp steal undodgeable while the rest being dodgeable .

- Despite changes to spells at levels 1 to 5, do you feel that Cras are still too powerful at low to mid level in PvP? Why?
I'd say they're balanced , Winning on PvP depends on Equipment(40%),Tactics(40%),Class Spells(19%) and Luck(1%) .

- Are the less popular spells, such as Tormenting Arrow and Poisoned Arrow, in need of a makeover? If so, why and how do you think they could be changed, in order to compliment the already existing spell arsenal of the class?
****Some people actually use Tormenting Arrow it's a nice low AP Spell to deal Damage although making the damage both Air would be nice seeing as the class mostly have 4 damage for each element except for Agi which only has 3 spells . As for Poisoned Arrow it'd be better if they changed this to a direct neutral damage dealing spell that also does a debuff may it be -mp resist,-ap resist,-lock or -dodge.

- Considering the intentional weakness in close range, are spells such as Atonement Arrow and Punitive Arrow balanced enough, for the AP cost + cooldown + mininum range they entail? If not, what changes would you like to see implemented to make it more interesting for Cras to stay at range?
****They are balanced I believe as you cannot cast them every turn unlike weapons which does massive damage every turn.

**** I'd prefer that our damage buffs be weakened but the duration be extended ****

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ElecAquaFire|2012-08-02 19:57:51
- How would you rank/define the Cra class roles?
****A Ranged/Support/Damage Dealer.

- What is the most played Cra build?
****Str/Agi

- What does each of these builds have to offer?
****
Int - Ranged AoE Damage
Cha(Wis) - AP/MP steal , MP Steal . Disabler
Str - Massive Single Target Damaging Spells , Many Weapon Options
Agi - Survivability Build , Moderate Single Target Damaging Spells , Hp Steal , Non Los Spell

- Have the Cra and its changes been too PvP centric over the years, perhaps neglecting/impacting PvM too much? How and what do you think would be a simple change that could narrow the gap?
****The only PvP centric nerf that affected me the most in PvM was Lashing Arrow they should've at least made 1 or 2 of the mp steal undodgeable while the rest being dodgeable .

- Despite changes to spells at levels 1 to 5, do you feel that Cras are still too powerful at low to mid level in PvP? Why?
I'd say they're balanced , Winning on PvP depends on Equipment(80%),Tactics(0%),Class Spells(feca%) and Luck(20%) .

- Are the less popular spells, such as Tormenting Arrow and Poisoned Arrow, in need of a makeover? If so, why and how do you think they could be changed, in order to compliment the already existing spell arsenal of the class?
****Some people actually use Tormenting Arrow it's a nice low AP Spell to deal Damage although making the damage both Air would be nice seeing as the class mostly have 4 damage for each element except for Agi which only has 3 spells . As for Poisoned Arrow it'd be better if they changed this to a direct neutral damage dealing spell that also does a debuff may it be -mp resist,-ap resist,-lock or -dodge. Poisoned arrow needs to go and be replaced with a AoE mp resit reduction spell.

- Considering the intentional weakness in close range, are spells such as Atonement Arrow and Punitive Arrow balanced enough, for the AP cost + cooldown + mininum range they entail? If not, what changes would you like to see implemented to make it more interesting for Cras to stay at range?
****They are balanced I believe as you cannot cast them every turn unlike weapons which does massive damage every turn.

**** I'd prefer that our damage buffs be weakened but the duration be extended and Ap reduced on powerful to 2ap. ****
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ElecAquaFire|2012-08-02 19:57:51
- Have the Cra and its changes been too PvP centric over the years, perhaps neglecting/impacting PvM too much? How and what do you think would be a simple change that could narrow the gap?
****The only PvP centric nerf that affected me the most in PvM was Lashing Arrow they should've at least made 1 or 2 of the mp steal undodgeable while the rest being dodgeable .

This is a common misconception... Lashing Arrow was ridiculously over-powered in PvM as well. The only reason this isn't widely accepted is because monsters don't complain.

If it wasn't over-powered in PvM then why did (almost) every team during the time Lashing Arrow was undodgeable have a Cra? The spell was far too effective in PvM.

If you like something, you won't complain - even if it's too good.
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- How would you rank/define the Cra class roles?

Ranged damage dealer first, crowd control and map manipulation second.

- What is the most played Cra build?

Str or agi I think.

- What does each of these builds have to offer?

Str offers massive burst damage and nice disabling along with its damage spells. Chance is über powerful in the right set, and owns in PvP because of the AP reduction. Agi has high survivability as well as massive crit damage. int is great in PvM where the monsters bunch together and can be hit en masse.

- With the current aim of design to push towards unique versatility, away from a staple raison d'être, is the Cra being hindered or helped?

I feel like the car is very versatile, and it doesn't feel like a class that people play just because they feel like it is OP for kolo.

- Have the Cra and its changes been too PvP centric over the years, perhaps neglecting/impacting PvM too much? How and what do you think would be a simple change that could narrow the gap?

As an int cra I haven't felt much damage to my abilities in PvM. I remember not liking the change to range reduction in magic arrows at first, but I got used to using bats eye level 6 instead.

- Despite changes to spells at levels 1 to 5, do you feel that Cras are still too powerful at low to mid level in PvP? Why?

I can't accurately comment on this.

- Are the less popular spells, such as Tormenting Arrow and Poisoned Arrow, in need of a makeover? If so, why and how do you think they could be changed, in order to compliment the already existing spell arsenal of the class?

I see tormenting arrow used a lot by int agi hybrids, but that is a very small subset of the cra population. I like the idea of a cra hybrid spell, so I don't recommend changing it. Poisoned arrow is useful for the clean hands challenge, but very weak. If it could be buffed to do damage based on level instead of stats that might be ideal.

- Considering the intentional weakness in close range, are spells such as Atonement Arrow and Punitive Arrow balanced enough, for the AP cost + cooldown + mininum range they entail? If not, what changes would you like to see implemented to make it more interesting for Cras to stay at range?

I would like to see the powerful shooting spell be buffed a little bit, but actually have a negative weapon damage effect. Or perhaps add a new spell which buffs spell damage while reducing weapon damage. This will do even more to encourage ranged spell play instead of cra CC spam. 

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I'm not trying to impose or anything but there is a forum in "suggestions" that is 3 pages already...these could be merged or linked in some way.

-Also, Lashing wasn't OP in PvM...lashing just made them a weeeeeee bit better than sadi at stealing MP. Now sadis are on every team using AoE MP steal and malus while still having soothing and wild grass

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igotleeched|2012-08-04 21:11:15
I'm not trying to impose or anything but there is a forum in "suggestions" that is 3 pages already...these could be merged or linked in some way.

-Also, Lashing wasn't OP in PvM...lashing just made them a weeeeeee bit better than sadi at stealing MP. Now sadis are on every team using AoE MP steal and malus while still having soothing and wild grass
When a "jack of all trades" class is better than the specialists in any category, something is wrong. Sadidas are widely thought of as the specialists in mp theft, alongside Enutrofs, while Cras are still good at it now. Before, with the old Lashing Arrow, they were far too good at mp theft. Let's compare a Sadi to a pre-Lash nerf Cra. Sadidas only form of undodgable mp loss would be Soothing Bramble- this spell has the proper restrictions on it that allow it to be balanced: -4mp for 2 turns with a cooldown of 4 turns, while also being linear and healing the opponent. Pre-Lash nerf Cras could cast a similar spell for 3ap, no cast restrictions, 10+ range non-linear, while also dealing damage. This is clearly "OP". All other spells on both classes are dodgable and, can therefore be disregarded to avoid further complications.

If you think I'm just being biased, I'm not. My second character (alt) is a Cra in the 160~ range. Though that's not exactly a respectable level, I care for one of my characters classes well-being and speak from experience.
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While technically not "undodgable" I challange you to dodge the MP steal of an ultra powerful after it applies it's malus. Plus it is AoE. I think cra need a malus spell like this which could replace poison arrow. This was discussed in the other thread. As it is cra may be "jack of all trades" but that makes them less than useful in any team. I don't really feel like repeating all the arguments from that thread over here.
If lashing applied a malus instead of being undodgable and the damage was reduced while still having the same MP steal as now I'd be fine. Cra just spend so much AP on pushback and MP steal and rely on it too much. They're forced to be wis because they HAVE to keep their enemy away.

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igotleeched|2012-08-04 22:31:39
While technically not "undodgable" I challange you to dodge the MP steal of an ultra powerful after it applies it's malus. Plus it is AoE. I think cra need a malus spell like this which could replace poison arrow. This was discussed in the other thread. As it is cra may be "jack of all trades" but that makes them less than useful in any team. I don't really feel like repeating all the arguments from that thread over here.
If lashing applied a malus instead of being undodgable and the damage was reduced while still having the same MP steal as now I'd be fine. Cra just spend so much AP on pushback and MP steal and rely on it too much. They're forced to be wis because they HAVE to keep their enemy away.
I'm wis so I rarely get mp taken by the ultra... but the doll only has 400 wis? You can easily get more mp red. than that with trophies and bonuses from sets. Not sure if jack of all trades since they specialize in range.

I play an enu as my main, so I'm going to say that cras do not need to keep their enemies away. They have pretty powerful buffs which support at least decent weapon spam. They are probably just as good as enu's in keeping their enemies away too... So in my eyes, you guys get nearly every advantage over us. Poisoned arrow isn't really good but is just as good as shovel throwing? Both spells really do need a fix, but I'm not sure if cras need it.
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SniperViper|2012-08-05 03:34:26
igotleeched|2012-08-04 22:31:39
Both spells really do need a fix, but I'm not sure if cras need it.
The following is a statement that doesn't apply only to Cras, but is a point in need of mentioning.

When you are posting or reading these Zenith threads, in particular class balance threads, please don't solely consider where this class stands in terms of the other 14.

That statement requires some follow up so let me expound for a few lines, as any one class doesn't exist in a vacuum.

Class X may need to be balanced more than class Y, but this shouldn't factor in when discussing class Y.

We are talking about the Cra in this thread in terms of game play, each individual spell, tactics, and what have you.

Class C may be seen as the most overpowered class in DOFUS and it is important to hear about these things, but that doesn't mean we should overlook things that are sub par because the class as a whole is rather strong.

I don't mean to derail with this comment and I understand and appreciate where you are coming from with your comment, this isn't directed at you in any way Sniper.
Your statement just reminded me of something I wished to bring up.

Back to upholding thread continuity:

would the international community mind playing a little game I like to call Reductionism?

What 5 spells best represent the Cra?
If the Cra were to be limited to only 2 roles what should they be?
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I hate to have spells that aren't useful, but it seems that nearly each class has them as a way to balance, and maybe poisoned is the one for the cra. I only seen it used to finish off a sacrificed player with really low hp...Even with a damage build, it hardly does damage as efficiently as other spells and it isn't even direct damage.

Anyways... 5 spells:

Bats eye
Lashing
Punitive
Slow down
Dispersing

Covers most of the roles: ap/mp theft, range advantage, some steal damage, some AoE damage, a couple spells that hit higher on the second hit, different types of range: some linear, some with a minimum, pushing....

2 roles:
Maintaining a range advantage
Maintaining a distance between players

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In my opinion Enu need a lot more than shovel throwing fixed, but this isn't the forum for that.
I don't see how you can say Cra don't need to keep their enemies back. None of their powerful spells can be used in CC. The two buffs that affect weapons are bow skill and Critical Shooting. Bows are useless in this situation because they're min range. That means cra are guaranteed a -5% from the weapon they use. Their best bet is to use a dagger that hits multiple times to take advantage of bow skill and 1/2 gained by crit shooting. While they aren't helpless up close, they can't compete with the classes that try to get them in CC. Facing srams lethal, iops, sacriers, etc cra's hits aren't enough to win the CC battle so they win by keeping the enemy away and damaging them and CC only when needed. For this they need wisdom and to spend AP stealing MP and pushing back. Replacing poison arrow with the proposed AoE MP malus spell from the other thread would somewhat mitigate their reliance on wisdom but it wouldn't be too drastic enough to make cra OP like people have argued undodgable lashing was. It would help Cra usefulness in groups and it would take care of the mostly unused poisoned arrow

5 Spells
Bats Eye-Taking away range of others so Cra dominate at range
Lashing-Taking away MP is a major role
Bow Skill-One of the most used and useful buffs...lvl 100 spell
Explosive-AoE is the one area I think you could argue Cra do best of all classes
Retreat Arrow-Illustrates Cra's habit of keeping away...Another highest used spell

*I didnt pick Distant even though Cra are the range class because I simply dont find the need to use it much unless I'm in a group. My cra does well with range bonus from equips and range on spell so I don't think "giving range" defines the class..."already having enough range" defines them. That being said, it would have been the next spell I chose. Cra giving/gaining the ability to hit any space the map still fits great with the class

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igotleeched|2012-08-07 04:09:11
In my opinion Enu need a lot more than shovel throwing fixed, but this isn't the forum for that.
I don't see how you can say Cra don't need to keep their enemies back. None of their powerful spells can be used in CC. The two buffs that affect weapons are bow skill and Critical Shooting. Bows are useless in this situation because they're min range. That means cra are guaranteed a -5% from the weapon they use. Their best bet is to use a dagger that hits multiple times to take advantage of bow skill and 1/2 gained by crit shooting. While they aren't helpless up close, they can't compete with the classes that try to get them in CC. Facing srams lethal, iops, sacriers, etc cra's hits aren't enough to win the CC battle so they win by keeping the enemy away and damaging them and CC only when needed. For this they need wisdom and to spend AP stealing MP and pushing back. Replacing poison arrow with the proposed AoE MP malus spell from the other thread would somewhat mitigate their reliance on wisdom but it wouldn't be too drastic enough to make cra OP like people have argued undodgable lashing was. It would help Cra usefulness in groups and it would take care of the mostly unused poisoned arrow

5 Spells
Bats Eye-Taking away range of others so Cra dominate at range
Lashing-Taking away MP is a major role
Bow Skill-One of the most used and useful buffs...lvl 100 spell
Explosive-AoE is the one area I think you could argue Cra do best of all classes
Retreat Arrow-Illustrates Cra's habit of keeping away...Another highest used spell

*I didnt pick Distant even though Cra are the range class because I simply dont find the need to use it much unless I'm in a group. My cra does well with range bonus from equips and range on spell so I don't think "giving range" defines the class..."already having enough range" defines them
But it would also make other characters, with more superior MP take, all the more superior.
An UP with the proposed MP debuff?
What about the synergy this would have with the Feca?
2 Cras?
Increased MP take alongside Gravity?

If Lashing were to instead have a buff similar to Atonement, only increased MP take rather than damage, then some of those issues would be solved.

A key element of Cra design that hasn't been addressed enough, in my opinion, is the minimum range aspect.

This simple design has done wonders for promoting spell use over weapon spam.
This, coupled with the diversity and presence of utility in practically every spell, makes Cras one of the most Spell focused classes.

The dagger point is well noted and it should also be said that these multi hit weapons also don't suffer as much from the -5%.
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I don't feel that cra needs an AoE MP malus spell, but then again I have a high wis, fully MP reduction trophied enu in my team. Personally I think different classes should be allowed to have their specialties, and MP reduction is a major specialty of the enu.

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Mishna|2012-08-07 07:26:22
I don't feel that cra needs an AoE MP malus spell, but then again I have a high wis, fully MP reduction trophied enu in my team. Personally I think different classes should be allowed to have their specialties, and MP reduction is a major specialty of the enu.
Isn't encroachment the hallmark of a Jack of All Trades?

With proper focus a Cra can become a top tier Enu(MP loss), Xelor(AP loss), or (spike)damage dealer.
All the while, despite which route, maintaining solid map manipulation and disabling their foes.

This also ties back in to minimum range.
MP take is essential to their survival, but even more so essential to their arsenal.
It can also be said that pushback is just another form of undodgeable MP loss, so they already have a certain degree of dominance in this field as is.
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Minimum range was another annoying nerf in my opinion. It forces cra to level (spell point use) and use (AP cost) retreat arrow and lash/paralyzing. I am assuming solo cra. So we're forced to be wis to steal enough MP to be able to use our decent hitting spells. Being wis makes us hit less. Retreat is 4AP and lash is 3AP so you must depend on what you have left to attack. If you're not agi or str both of those will be very low damage.

As far as the AoE MP malus...You're right in thinking it would be OP if stackable. Multiple cra would make it too easy to steal MP. However, why not make it unstackable like Bats? that solves that. As far as combination with Sadidas, it would just make it more advantageous to use these these two classes in tandem rather than choosing one to fit your MP steal needs (it would also allow Cra to be a more viable substitute for sadi as it would work well with enu similarly). Sadis already have this with UP. Cra still wouldnt have AoE MP reduction and the malus doesnt have to be great...look at the proposed one on the other thread. If you pair a sadi and an enu you already see what happens when you introduce a MP malus from one char with another good MP stealing char
Working with feca would be much the same as sadida. These classes would work better together but it wouldnt be OP.

As far as better MP steal with gravity...I don't even consider cra's version of gravity that useful. It has a bad min range so you have to MP steal/pushback to use it and it has a 3CD on top of that. If you gravity someone or something for 4ap you dont think they can use the tele spell they were going to use in one of the CD turns? it MAY buy you one turn in tandem with MP loss.

MP steal may be a major function of the enu but it is a near necessity for cra so they either need to be better at it or have no min range so they aren't wis reliant (or they arent more wis reliant than classes that dont have min range). Not everybody can have an MP stealer with them. That would be fine if cra didnt need to steal MP so badly. We're already penalized more than enu and sadi who keep their enemis at range. Sadis have to spend 3AP on it one time and UP does the work. Enu have 1ap to steal 3mp. Cra spend 3ap to steal 4mp and 1to1 (max 2) with para. Neither of these classes main attacks are min range, they just LIKE to keep them away because they are more skilled at range than other classes. They don't HAVE to like cra b/c of their min range.

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igotleeched|2012-08-08 04:34:26
Minimum range was another annoying nerf in my opinion. It forces cra to level (spell point use) and use (AP cost) retreat arrow and lash/paralyzing. I am assuming solo cra. So we're forced to be wis to steal enough MP to be able to use our decent hitting spells. Being wis makes us hit less. Retreat is 4AP and lash is 3AP so you must depend on what you have left to attack. If you're not agi or str both of those will be very low damage.

MP steal may be a major function of the enu but it is a near necessity for cra so they either need to be better at it or have no min range so they aren't wis reliant (or they arent more wis reliant than classes that dont have min range). Not everybody can have an MP stealer with them. That would be fine if cra didnt need to steal MP so badly. We're already penalized more than enu and sadi who keep their enemis at range. Sadis have to spend 3AP on it one time and UP does the work. Enu have 1ap to steal 3mp. Cra spend 3ap to steal 4mp and 1to1 (max 2) with para. Neither of these classes main attacks are min range, they just LIKE to keep them away because they are more skilled at range than other classes. They don't HAVE to like cra b/c of their min range.
Retreat and lash hit pretty well if you do some some strength and agi, though. Para has a good base for a 2 ap attack as well. So other than pure intel which isn't really a pvp build, cras will do decent damage when keeping enemies away... more than enu's anyway. It's more necessary for enu's to keep enemies away because they have a weaker cc due to weaker buffs. We have an annoying minimum range as well on some important spells, and we don't even have a range buff to be considered the ranger class. Enu's hardly have a way to get out of close combat situations, yet cras have several... The mp red with cras isn't too bad either. It is often better to be able to take 4 mp with 3 ap than to take a max of 3 mp. If enu's want to push for further, they must either use 4 ap to get unreliable mp steal or spend 3 ap to steal 1 mp. If I was a cra looking for an unneccesary buff, I would not compare myself to the enu's.
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Make dispersing 0 range so it's impossible for Cra to get perma locked and made useless, also, rework tormenting arrow to something that allows them to run while also giving -lock so it makes it so they can run away as int/cha/str without having to waste 4mp EVERY turn. I propose making the said ability a 1 turn stealth ability which takes away about -20 lock in an AoE for maybe 3 turns? Unstackable.

Also, nerf bats eye because rank 6 is fucking ridiculous. -6 range in a THREE SQUARE AOE at FIVE TO TEN RANGE?! that's one of the largest AoE spells there is. and has some of the highest range there is. Not only that but it also steals about 200 health from everyone hit if the caster is chance. It should remain -5 range at level 6 in a TWO SQUARE AOE. The spell isn't obligatory for Cra, it is a luxury for the Cra that is WAY too powerful. At the very least make it a higher level spell. Swap with absorptive or something.

Next, nerf the MP steal of paralyzing arrow (perhaps so it doesn't steal?) and instead give Cra bonus MP from a separate skill. similar to how Sram get 2mp from invis (which I still think is a f-ing ridiculous bonus for Sram). With the MP bonus and the -lock debuff they won't be as wisdom dependent as they are currently, but they'll be a lot more mobile, and will still have a bonus from building wisdom if they so desire.

My aim with my suggestions is to make Cra less MP dependent without making them anymore powerful than they already are. Another aim with my suggestions are to make it so that the Cra doesn't have to use as much AP as they currently do in order to use one of their main damage attacks. Finally, I wanted to make it so that Cra Can't be locked

I think that the theme of Cra should be close to rangers, which are typically seen as being agile archers. Currently they're not very mobile but have a ton of abilities to take MP/AP. unfortunately these abilities all require a ton of wisdom to be effective.

EDIT: and to make myself clear, I think that all the suggestions pushing Cra to keep MP reduction as an OBLIGATORY part of Cra are going the wrong way. They shouldn't have to steal MP and have high wisdom in order to run away, there are other alternatives.

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kakisuka|2012-08-08 09:25:22
Make dispersing 0 range so it's impossible for Cra to get perma locked and made useless, also, rework tormenting arrow to something that allows them to run while also giving -lock so it makes it so they can run away as int/cha/str without having to waste 4mp EVERY turn. I propose making the said ability a 1 turn stealth ability which takes away about -20 lock in an AoE for maybe 3 turns? Unstackable.

Also, nerf bats eye because rank 6 is fucking ridiculous. -6 range in a THREE SQUARE AOE at FIVE TO TEN RANGE?! that's one of the largest AoE spells there is. and has some of the highest range there is. Not only that but it also steals about 200 health from everyone hit if the caster is chance. It should remain -5 range at level 6 in a TWO SQUARE AOE. The spell isn't obligatory for Cra, it is a luxury for the Cra that is WAY too powerful. At the very least make it a higher level spell. Swap with absorptive or something.

Next, nerf the MP steal of paralyzing arrow (perhaps so it doesn't steal?) and instead give Cra bonus MP from a separate skill. similar to how Sram get 2mp from invis (which I still think is a f-ing ridiculous bonus for Sram). With the MP bonus and the -lock debuff they won't be as wisdom dependent as they are currently, but they'll be a lot more mobile, and will still have a bonus from building wisdom if they so desire.

My aim with my suggestions is to make Cra less MP dependent without making them anymore powerful than they already are. Another aim with my suggestions are to make it so that the Cra doesn't have to use as much AP as they currently do in order to use one of their main damage attacks. Finally, I wanted to make it so that Cra Can't be locked

I think that the theme of Cra should be close to rangers, which are typically seen as being agile archers. Currently they're not very mobile but have a ton of abilities to take MP/AP. unfortunately these abilities all require a ton of wisdom to be effective.

EDIT: and to make myself clear, I think that all the suggestions pushing Cra to keep MP reduction as an OBLIGATORY part of Cra are going the wrong way. They shouldn't have to steal MP and have high wisdom in order to run away, there are other alternatives.
I think you make some very valid points here.
Perhaps your concept for Tormenting Arrow could be something along the lines of a 1-5(6 at lvl 6)range Dodge steal.
This could have a low AP cost,around 2-3 AP, and have a 2/target limit.
Fire/Air damage still, but lower.

Or replace Poison Arrow with Neutral damage and the same dodge steal.

In this way it allows other players to lock the Cras aggressor while giving them enhanced mobility.

The AP cost is still there, but to a lesser degree.

It should also be pointed out that Punitive and Atonement have such a ridiculously low AP cost to compensate for the AP used to keep yourself at a far range.
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With proper focus a Cra can become a top tier Enu(MP loss), Xelor(AP loss), or (spike)damage dealer. All the while, despite which route, maintaining solid map manipulation and disabling their foes.

That would be the problem. I've noticed that too often the Jack of all Trades classes aren't really good at any of them, or they are too powerful. I would rather cra just focus on map manipulation, and spike damage, with minor MP and AP theft abilities, and leave major MP and AP theft abilities to enus and xelors.

If any class needs a MP theft AoE spell it is enu, not cra. (In fact giving such a spell to enu's living shovel, kind of like the sadi MP theft summon might actually make living shovel worth leveling and using.)

But my point was just that I'm opposed to giving cra's more MP theft abilities, particularly as cras are already plenty sufficient in that regard. Since the developers already reduced cras MP theft abilities it is obvious they felt the same way as well, and it is highly unlikely that they will backtrack and add a MP AoE spell to cra now.
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