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btw.
I don't think all these EU skill edits are gonna work to balance them.
They might do in 1vs1 Pvp, but still a EU can kill a CH easy in a 1vs1 pvp if played right.
When jobbing or at FW, people will group and fight as a group, pick people mostly 1by1.
About the warrior:
Sprint assault ''nerf'' won't matter that much, it's just a gap closer to come close to your target and ofcourse try to knockback for interruption of their skill. wow.
But hey just switch to axe, another stun + bleed, switch to 2h and do dare devil.
Don't need to mention the 5% nerf on turn rising to knock down.
Remember still got crit increase.
Oh wow fences, great, can't use them in 1vs1 only in a party to buff someone.
Hmm, yeah, increase the cooldown, will fix it to balance right? No it wont. it still absorps alot of dmg.
Iron and Mana skin yeah great in a 1vs1, but mostly u don't use em, but who cares.. use them and run around for 2 minutes and you can use them again.
About the rogue:
In 1vs1 pvp's still does a huge crit, so w/e u do to this one, crit crit crit.
So the 10% decrease it's okay but still.. rog/warlock debuff crit bye.
In jobbing and fw.. can be 1 hitted with these extreme and desperate on.
About the wizard:
You take 5% dmg away for 10% health.. 5% dmg decrease compared to 10% health increase won't matter.
1vs1 pvps, glasscannon, bb.
In jobbing or FW, gets buffed by a warrior, yeah nice we all know this is just a powermachine in these things.
But imagine if a warrior can only buff for 30% absorption instead of like 60%? and the wizard has Life Turnover on? Easier to kill isn't it?
About the warlock:
We all know how strong the debuffs of a warlock is.
People take this together with rogue or warrior, debuff someone and just try to 1 hit.
How about, decrease the Disease probability on Vampire Touch and Vampire kiss.
Not only the probability but also decrease the amount of HP Absorption.
But, what if a warlock is int with cleric?, well you already say it.. warlock with cleric, he can heal from cleric.
About the bard:
Really this meters decreased? I understand people use them in pvp, but the bard just puts no cape on and trace the pvper to buff.
In job or fw? Like anyone brings a bard with jobbing.. a few hits and the tambours are gone.
And for FW.. well you can still trace.
Last but not least CLERIC:
Clerics are kinda the standard 2nd mastery in every eu build.
These ''nerfs'' they are good, but actually not that good. why?
Well.. cleric does A LOT of healing as we all know.
Reducing healing cycles heal amount won't help since there are other heals on this mastery too, not mentioning vigors.
When in job or fw.. there is never just 1 cleric in the party as I already said cleric is kinda a standard mastery in every build.
So if there are like 6 sub-clerics in your party, these ''nerfs'' won't mean much
My suggestion is the following, based on your current europe adjustments:
Warrior:
Make the skins and screens of the warrior mastery hit depended.
So the skins and screens can absorp a certain amount of hits and then they are gone, just like ice/fire wall from ch.
Skins like absorp 5 phy/mag skills, screens like 10 phy/mag skills.
About the fences put them down to like 30%, quota to like 45%. nerfing range on quota won't help.
Rogue:
Nothing, unchanged.
Wizard:
Nothing, unchanged.
Earth fence down to 35% phy absorp.
Warlock:
Decrease the amount of healing Vampire Kiss and Vampire Touch does (These STR builds mostly rely on it, to heal a bit).
Decrease the probability of disease.
Bard:
Nothing, unchanged.
Cleric:
Nothing, unchanged.
It is good as it is now.
Europese in general:
Add a ''buff'' for eu character, which they obtain as soon they equip their jobsuit or enter fortress war.
But what kind of ''buff''? It ain't a buff, it is a nerf.
Nerf their healing RECEIVED by 25%.
Joymax didn't gave them a 15 sec pot cooldown for a reason, I believe the EU power lays down in their heals, the amount they heal and receive.
Example:
If a cleric heals a warrior for 10k health, with jobsuit on and/or in FW the warrior won't gain 10k but 7,5k.
TL;DR
Nerf EU with a 25% healing received when equipping jobsuit or entering FW.