DD familiars need wind out of the sails? Can you elaborate on that? (in General)

TheHatchetman August 24 2007 3:42 PM EDT

I made this thread so as not to start a discussion on the wish list thread, where I said "Jiggy, RoBF, Hal, and RoS need a good boosting, or ToE, ToA, SF, FF, and IF need some wind taken out of their sails..."

I wasn't trying to imply that they were overpowered, just that DD familiars and ToE/A are by far more useful in just about any situation than the other tats. Which is why I requested that either the other guys get a little lovin', or bring down the other tats. After all, you can't always just make something else stronger to equalize. Every so often things need to be taken down a notch or two :) Whether they need to upped or downed, or even changed at all in this situation, is up to Jon. But an idea is an idea. :)

QBsutekh137 August 24 2007 3:48 PM EDT


Except I think ToE is far more powered than familiars. Damage reduction (especially the extra layers that are magic specific (MgS and EH) make the damage reduction route far more useful. Add in PL/TSA/and VA leeching, and it does more than a familiar could ever hope to do.

AdminQBnovice [Cult of the Valaraukar] August 24 2007 3:54 PM EDT

familiars are cannon fodder without dumping NW into them via junction...don't lump them in with the must have power of the ToE. It solves more problems than duct tape.

AdminNightStrike August 24 2007 7:01 PM EDT

I think tattoos in general are too much of a gigantic power source in this game. They easily become the focal point of a character. "I'm a TOE tank" "I'm a TOA Archer" "I'm a TOE mage" "I'm a single minion SF" etc etc. You state your tat, and people know the entirety of the rest of your strategy. The same isn't true with things like Elven Gloves, for instance.

I suppose if you go that route, though, it's a step backwards towards CB1...
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