This is our wishlist for Silirrion that consist of the 10 top things crats would like to see improved. Note that the buglist is a different list. This list can include issues, new features, or improvements. I collected these items from threads on this forum. I tried to keep the descriptions as brief as possible.
Free feel to report anything you would like to see, items, nanos, perks, procs... The more ideas you bring, the better.
Many issues are still intact from Czarina's list and Szentasha's list of Feb 15, 2004... the old list can be found here: http://forums.anarchy-online.com/sho...d.php?t=239029
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The current wishlist from Lunaspell is here : http://forums.anarchy-online.com/sho...d.php?t=482384 (rebuild from scratch)
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1) Improved nuke that is higher and more powerful than Rule of One and without so much taunting.
- We would like a nuke to upgrade to from Rule of One. This seems like a huge oversight with the nano upgrades from Shadowlands.
- Rule of One currently has a very high taunt rating. We would like to see this reduced on future nukes.
- We would like to see nukes with a secondary effect (debuf) that will give us more of a rule in pvp. It would be reasonable to have the taunt by higher on a nuke that has a secondary effect compared to the taunt on a nuke that does straight damage. A good secondary affect would be reducing nano resistance or a chance of stunning the target.
- Nukes should be based on Psychological modification (green skill) and have resonably low resist check, due to high nano resist values players can reach and our low skills, which we cant self buff.
2) Robotic Pets Past Corporate Guardian
- Tests have proven that even the Corporate Guardian is not very effective compared to QL200 pets of any profession. Please improve this bot.
- One suggestion that was given is to allow the bot to occasionally take a hit or damage intended for the crat. It is a bodyguard, afterall.
- By level 220, the current Robotic Pet is very underpowered considered to the powers of other professions. The damage done in PvP by a corporate guardian is often hardly noticeable. As a result, crats under level 220 find great difficulty PvPing without any charms and a severely weak pet as their only options.
- I'd suggest adding a 212 and 218 Bots... it's ok for the bots to be weaker than opposing pet classes, but we should be able to use them effectively in PvP... a way to do this is not to improve their min damage, but to up their max damage.. also increased hit points are needed on higher bots, the current level is too weak for endgame content.
3)Effectiveness in PVP
It doesn't seem as though we have a role or impact in pvp, especially high level pvp. Anything to give us a greater role in PVP would be helpful. I've moved this to #3 on our wishlist, since the first two items would greatly help us in PvP as well.
Problems include:
- Our calms aren't practical in pvp.
- Roots and snares don't hold. They don't land often enough in high level pvp. Many professions have high resistance to those that do land and plenty of perks and items in game completely remove the roots/snares.
- It would be nice if our nuke had a secondary effect beyond damage.
- Crats have serious problems overcoming high nano resist values, due to low, blue skill based AR on nanos.
- Lack of convenient pets, effective profession-specific weapons, and a new high level nuke keeps our damage output low in pvp. Crats below level 219 have no access to a good charm in PvP, unless fighting another pet class.
- Crats have absolutely no healing capabilities at all. This is a major imbalancing factor working against us in pvp. In addition, evades are the only defensive ability of the Crat Profession and even those are weaker than quite a few other professions that do have heals or other defensive abilities.
4) Add New Crowd Control Tools
- Add a new Snares that are in line with todays game
- Add new Calms that are in line with Traders and NTs
- Add new Roots that are short duration but much harder to break and not breakable through perks/items
- Add High level Short Duration Charms
- Also the AI given to our Robotic Pets so that they don't run off to attack our charms, etc. was not given to our Charms. Charms need to have the same control... since we have our mind control on them, they shouldn't have a mind of their own!
5) Psychic debuff
- Bureaucrats would like an item or nano that reduces a targets psychic. The few points offered by the briefcase are not significant.
- This would provide Bureaucrats some benefit in finding suitable pets in Inferno and Pandemonium
6) Immunity of raid-level mobs to bureaucrat powers
- Most raid-level mobs on RubiKa and Shadowlands are immune to bureaucrat powers including charm, calm, stun, fear, root, and snare. This leaves the bureaucrat community feeling as though we don't have a role in these encounters. This is a serious problem in Pandemonium.
- With Traders and NanoTechs now being better calmers in many instances to crats, Crats are truly left without a role in large scale raids other than enhancing people with Heroic Measures and Commanding Presence.
- In large scale raids Pets often only respond after 30 seconds or so... this results in them not often even hitting the mobs in real laggy situations.
7) New Defensive Auras to Debuff oppenents are needed.
- All debuff speeches have too short a duration. Its a pain casting them over and over again. They are not useful enough to bother in most situations. Their Range is also too short and 1 meter and become unuseable in PvP as a result since you have to stand right on top of a player for that type of range. They need to be expanded out to at least 20 meter range.
- Our NR debuff speech is probably our most important one but they do not drain enough NR to be that useful. Our best one drains NanoResist -98.
- Perhaps the debuff lines should debuff a % rather than a set number so that they can keep up with a progressive game
- The nano-bot debuff seems underpowered. 336 every 20 seconds for the best one does counter the effect of a good NT nano-bot buff, but is too slow to make a difference with the huge nano pools that are out there now. This is viewed as a PVP nano.
- A very nice nano would be a NEW endgame aura… this would be an aura that contains the effects of the previous auras combined… a hostile Aura that debuffs both Nano Resist and Crit Decrease
8) New Offensive Auras to Enhance Self and Teammates are needed
- Let the Crat Aura’s buff at the base attack rating effect, i.e. +1 to the multiplier for 400 points in AR. Currently, this drops off sharply after 1,000 AR… so most people notice no effect from the buff…. This was technically a very high nerf to the crat professions raid viability when it was put in game.
- Remove the Crat Crit Aura from the same buff line as the MA Mark of Peril Nano. This will allow crats to have a benefit to team and to raids.
- A very nice nano would be a NEW endgame aura… this would be an aura that contains the effects of the previous auras combined… an AoE aura that does BOTH crit and add all off/def
9) Add Crat Specific Weaponry
- Need two lines of crat specific weaponry: Shotguns and Pistols
- Give these weapons Proc effects
- Give these weapons Dodge/Duck checks of Less than 100%
- Make pets trigger active LE procs on hit.
10) Adjustment to Crat Specific Perk Lines
Our perks aren't very good, and they are perk point intensive. Note the number of perk points required to master in the below descriptions. Some specific problems are:
- All other casting professions get more total nano skill bonuses than us.
- It is also dissapointing that there are no perks to enhance our Charms and that our perk aura doesn't boost our pets.
- Commanding Presence: 10 level perk with no specials of any kind. Some personal modifiers and perks would be nice considering the 10 pt investment.
- Directorship: 10 level perk. This line becomes useless to the crat at 220 (even with research) and takes many weeks to untrain (until 17.2). Insurance Agent has a similar problem. Enhancing Personal Modifiers or adding extra beneficial perks for 220 crats would be very useful.
- Bureaucrat Shuffle: 10 level perk, passive bonuses provided by the perk line(+220 hp, +40 to DogeRng, EvadeCls, Duck) are underpowered. This is likely one of the biggest investment, lowest return on investment lines in game
- Bureaucrats should get the option to train pistol perks all the way to 10 perks rather than just 8. Since our AR modifier > 1000 AR is so low we are mainly benefitting for equipping weapons and with the extra perk we receive.