Awarkle wrote: ↑Tue 5 Mar 2019 10:58 PM
The problem with shrooms was too many animists are overpowered. What about allowing each animist no matter of cap at least 5 shrooms in any one area. That would allow buffer and rebuff shrooms as well as hearts. Then if you turn up late to a fight your not stuck with just your.controlled pet you can at least deploy something. It just seems to be a massive need against animists when in classic you didn't have any cap and were only limited on mama pool and casting speed. Or just have the pet cap apply to hearts not tanglers vents melee debufferz ablatives
But this counts for any Bonedancer (max 5 pets x10 bd = 50Pets(permanent) and theurgist 12% per bet so theretical 8 pets per theurgist x 10 theurgists 80 pets(duration 25s).
To be honest, there is no relation, Ani pets have only an attack range of 1000m and are stationary, while the BD is total mobile and the theurgist has a cast range of 2000 which is total absurd, because they chase you...and are immune to mezz.
while ani has simply 15 pets * n/n players. -The current solution is absolutly ok for PVE content to balance that out i am fine with that.. but for RvR its anoying. The casttime also make them not a viable skill for RvR, as annoying they might be for some players, they can be easy counterd by cc and die by 2-3 hits.
Cold theurghs have Total Range of
3350! You summon a minion on a target, the target decides to moves backward to 3000M range from you you minion runs to 2K range and still may cast uppon the target. Thats absolute insane.