by Grokii » Wed Jul 19, 2006 12:17 pm
I'm not wanting to bash you Ugh... (get the pun?)
But, I think a couple expansions back when monks could use disc "whenver they became available" with a little planning some monks were probably complaining that there was almost no strategy. Now you have multiple skills and can really mix it up picking and choosing how to play your character, but you want it back like it was before... enough endurance to do everything with a little planning.
Granted, at a certain level of gear you have wizards that can chain nuke and clerics can chain certain heals, but in general mana casters can't spam cast their spells indefenantly. Melee classes are used to spamming 'kick' and monks 'flying kick' and whatnot, and only limited on the cooldown of the disc/skill, all the while getting DPS from autoattack that dwarfs what a caster an put out with melee attacks.
/rant on
My point? None really. I'm not going to say X class needs more endurance regen and Y class is fine. I'm not a developer, I don't play those classes, so my opinion really means nothing. That said, my opinion is that any melee class shouldn't be able to spam cast all of their skills. Hell, I say get rid of cooldown timers for the most part and link anything not auto-attack to endurance. Then balance the endurance regen and cost of skills so it is balanced. Now it comes down to player choice/skill instead of throttling melee classes dps/utility solely on cooldowns.
It'd mean a melee class could be god for 3 minutes, and then regen for the next however long before they can do it again. Of course, that's the wizard's manaburn model and the developers didn't like 6 wizards running around trivilizing content. So that's probalby why we are smack dab in the middle. Skills cost endurance, give you enough abilities so you can't do them all and have to choose which, but have cooldowns so you can't burn 'em all at once.
Ok, rant over.