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Destroyer and Blade Dancer's Grab should have a non-Grab variant


Alysha Hawkeye

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These two classes have wonderful grab for restraint skills, but they are not always available. Bosses that have fixed location (Iron Juggernaut in Desolate Tomb...), bosses that no time-frame for any CC (Asura's after 70%HP...), bosses with too many CC bars, bosses that you don't want them to get grabbed (Yeti in Heat Phase, Acrimor giving heat...), or bosses where the time between grab is too long that you don't actually need more than one grabber (Megaruga...). All of these types of bosses make grab unusable or unnecessary, making their Grab skills going to be a waste during the duration of these fights.

 

I think there should be other variants of these classes' Grab skills. For example, Summoner can trait out of their cat-grab into a damaging version (though still useless cuz it still requires CC). Or Force Master can make their grab be a party support (rez+shield Chi Recovering member), or into high damaging skills like Multiple Blaze/Chi Bomb.

 

For Des, I think they already have a HM skill (not yet released) that extends CC cooldown. Either give them that skill but with less duration (3-4s), or just make a high-damaging skill with long cooldown for them to use, like in case of FM.

 

For BD, just give them a non-grab damaging skill, but don't gate it behind CC like Summoner's Kapow!, cuz it would defeat the purpose of having something more useful against a unCCable boss.

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There is an unreleased hm skills which applies restrain to ane enmy, even without grab. But it is not released yet and probably will never get released. Even KR doesn't have it yet.

 

And FM can not grab any boss. Their stage 1 grab is completely useless in pve, that's why NC gave them multiple blaze and troll bomb.

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10 hours ago, skelettbus said:

 

 

And FM can not grab any boss. Their stage 1 grab is completely useless in pve, that's why NC gave them multiple blaze and troll bomb.

What I mean is that FM has other variants of their Grab skill:

 

-S1: just their grab. Useless in PvE, unless you want to throw your disciple Ryu off the cliff.

-S2: party utility. Pull your dying buddy to safer place, shorten Chi Recovery Time.

-S3: It is Spirit Bomb. Only to look cool in PvE, and to troll in pvp.

-S4: Multiple Blaze. Great for clear mobs and kill cats in 6v6 (100k HP cats die very fast if not Q in time)

 

The variant of Des' Grab skills:

-S1: Grab. Useless when you can't grab

-S2: GrabMore. Useless when you can't grab

-S3: GrabMost. Useless when you can't grab

-S4: MoreGrabMost. Useless when you can't grab

 

The variant of BD's Phantom Grip skills:

-S1: Grip. Useless when you can' grip

-S2: GripMore. Useless when you can' grip

-S3: GripMost. Useless when you can' grip

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Except for the extend stun/knockdown/daze, putting Restraint (and probably some of Grab's focus and critical bonuses) on the boss without grabbing them would be immensely useful; the "grabber" can still keep attacking. It also says usage on "enemy that resists grab" which means you can't use it on players and would thus have no effect in PvP (but this also means Mushin and Naksun are immune to it as well).

 

In this non-grab restraint, Blade Dancers could have their Soul Stab/Blade Storm being thrown out at the same time the non-grab restraint does, while Destroyers could have an aftereffect like Power Slam where they can use Wrath for 4 seconds.

 

IMO, Destroyer utility could just see buffs in Party Emberstomp and Stone Shield, along with Rescue having the ability to fling a downed person like Hurl. If they had non-grab restraint, they don't need that much to compete with others.

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