18 8-12 16-25
19 9-13 18-27
20 9-13 18-27
21 9-13 18-27
22 9-14 18-29
These are fighter gains obviously, but uh...'the hell?
This is seriously the the recipe..
I think at the very least 21 con constitutes 10-13 gains.
DIVERSITY IN THE GROUPS...
THIEVES
To make thieves more useful, give them an passive ability, Treasure Hunter, any mob they successfully damage will receive a buff that makes the monster(specifically bosses) drop rate increase 10%(or different range for different bosses). Or a rare dagger, a Thieve's Blade, that does the same thing for them. End-game dagger, of course.
If our stamina comes, what, every 10 seconds? Make the buff last 8 seconds, so theres a small window where the group still gets boned, or they have to really watch their hits when the mobs mort and let the thief attack first. If not, they could potentially hit that 2 second window where the thieves buff is down, and he has no stamina yet.
MAGES
Make them worth putting in a party for some bosses. Give them a spell that actually does something for the party besides Invisibility.
Potential spells:
*+1 DEX or STR, costly, only last 1 min. Could be used on a large party at like 100 mp a pop at lvl 35 to really dig into that boss when he gets mort.
*Maybe a better another armor spell for teammates.
*Spell that increases a members HP or MP for a while.
*A MP or HP regen spell.
*A spell that counters mobs healing themselves for a short while, converting monsters heals to 1/2 healed HP worth of damage to said mob.
Something that makes them useful.
Making these two classes more party friendly.
Druids can Nourish,
I still say Fighters or Paladins..both?... should get a Provoke ability granting them easy passage into a need-to-have for a good party setup. (Maybe Fighters can be semi-tanks, Provoke one mob at a time, and Paladins can provoke room.)
Edited by The Joker, 27 September 2011 - 12:56 AM.