One of a small series of threads, wherein I wish to address the game's general imbalance in a way that will better benefit all with bringing a given org's group combat synergy into a better, more even keel. Glomdoring is known for having great synergy in combat, as most if not all of their classes have strong means to push for and support the application of a given affliction combo that will drive hard for ease of killing across the board. That being a synergy between Bleed and thus Mana pressure, leading to either death from the initial aff if not cured, or death to rapid toading if it is.
Celest (pulling from my comment from a prior thread that got this started)
Celest....the odd egg. No real synergy build to speak of, but a number of singular, very strong skills. Great for burst lols, but harder to fit with the argument of synergy across an entire org for design. Inquisition is hella strong....HATE that it strips even Lichseed despite that def costing Power, and that stupid-long stun it has...but on its own, it will NOT kill the target. Tear of Shallah, you won't get away with popping it, and Judgement cheese, despite many attempts at just that over the years. Aquamancer melds passively, PASSIVELY, stripping Waterbreathe and Waterwalk with flows drawing targets to the centre, the only Mage build with such a powerful attribute, even if the flows has ironically worked against them quite a few times, rather than helped, due to Centre not being moved mid-battle to compensate for changing battle flow across meld locations. Aquachemancer+Dreamweaver is perhaps the strongest, most absurd combination in the game, due to strong passive builds on select affs assisting in ego drain abilities....both active and passive a la Dreambeast. Cantors being able to imbue their songs with Aeon so they have access without having to take up Tarot. It feels like a lot of neat little toys had been given over the years when desired, but no real through to overall scheme. Makes Celest classes strong in select scenarios, but lacking in that overall strength needed for proper balance to keep their own people engaged for the longer term. Working towards freezing the target for Preservation, Mana drains for Absolve, having Shackles for....some reason....Inquisition. Shiny toys to stand out, but no real fluidity in design seems to be present. There hopefully is a lot I am missing, @Romaan
, you'd be the best ones to speak on this. @Auriella
if you still play, you did well with the Aquachist+Dreamweaver combo, and thus best positioned to speak on it here.
No comments as yet addressing Celest save my own above, but the largest problem historically has got to be the concerns of the shiny select skills, but no sweeping overall design to tie it all together. Leaves a bit of a shallow feel to much of what Celest's potential really should be offering, either as a member or having to face them, there is no enjoyment to lackluster. Let's all fix this.
From this we can move forward, with the various issues pointed out, on how best to address them, moving forward. Constructive disagreements and discussion is welcome, but as always keep it civil. And do NOT namedrop anyone in particular as a specific problem, or derail this attempt. This is a matter important to the general health and well-being of the game as a whole.