Reworking The Wrestling Mastery?
So this is something that has been on my mind since it was implemented. Mind you these are my opinions on the topic and I am aware some may disagree with me.
The wrestling mastery is really pathetic in terms of the types of characters who would even have the skill to begin with. Wrestling is a defensive ability that casters take so they aren't beaten into a pulp immediately, However its hardly ever the case that the skill alone helps there. I'll make my case with the three mastery abilities one by one.
Rampage- The wrestler attempts to continually hit their opponent where with each successful hit the wrestler receives a bonus to hit point regeneration, stamina regeneration, casting focus, and swing speed increase based on wrestling skill, evaluating intelligence or anatomy skill and mastery level. The effect is lost if the wrestler misses, the wrestler’s opponent parries the attack, or fails to cast a spell.
Ok so.... the issue here is, Very few mages are going to put themselves in a position where they are punching their target repeatedly. In a solo environment that would mean moving in and getting hit by whatever it is that is attacking you. The benefits sound great, But missing a punch on builds that normally have no Hit Chance Increase is highly probable and honestly once that close up the only thing you are likely using the casting focus for is a healing spell. In my experience this has never come in handy.
Knockout!- While the wrestling mastery is active the wrestler receives a damage bonus to each hit based on mastery level
Ok lets just be real here.... It's turning a 3 damage punch into possibly a 6-7 damage punch. I think there are better ideas to fill this mastery slot that are useful for the templates that use the skill.
Fists of Fury- The wrestler attempts to land three hits in rapid succession to the next target that damages you within a 2 tile radius. If successful the third hit will deal direct damage based on the wrestler’s mastery level. The duration of this ability is based on wrestling skill and anatomy skill or evaluating intelligence skill.
I cannot say I have ever even seen this mastery ability work as it claims. I Imagine Hit Chance comes into play for the "Three hits". Either I have never had the third hit land, or it just isn't that powerful a hit to be noticed. But it has promise as a defensive ability, giving a slight risk to be trying to melee a wrestling user.
My point here is not even based off of PvP, I have never tried using this mastery for that as honestly it has seemed ineffective in even PvM. I would love to see this mastery changed and made as more of a way for mages to have some benefit of using it. I am not saying that it should create some form of "tank" mage, But it would be rather fun if mages could have some benefit for choosing this mastery that they can actually make use of. Wrestling for a mage is completely defensive in nature and it's mastery abilities should reflect that.
That's How I feel at least, I am interested in seeing others opinions on this. I don't really want to see another version of a parry mage coming into existence. But at the same time I'd love to see this mastery actually being useful.
The wrestling mastery is really pathetic in terms of the types of characters who would even have the skill to begin with. Wrestling is a defensive ability that casters take so they aren't beaten into a pulp immediately, However its hardly ever the case that the skill alone helps there. I'll make my case with the three mastery abilities one by one.
Rampage- The wrestler attempts to continually hit their opponent where with each successful hit the wrestler receives a bonus to hit point regeneration, stamina regeneration, casting focus, and swing speed increase based on wrestling skill, evaluating intelligence or anatomy skill and mastery level. The effect is lost if the wrestler misses, the wrestler’s opponent parries the attack, or fails to cast a spell.
Ok so.... the issue here is, Very few mages are going to put themselves in a position where they are punching their target repeatedly. In a solo environment that would mean moving in and getting hit by whatever it is that is attacking you. The benefits sound great, But missing a punch on builds that normally have no Hit Chance Increase is highly probable and honestly once that close up the only thing you are likely using the casting focus for is a healing spell. In my experience this has never come in handy.
Knockout!- While the wrestling mastery is active the wrestler receives a damage bonus to each hit based on mastery level
Ok lets just be real here.... It's turning a 3 damage punch into possibly a 6-7 damage punch. I think there are better ideas to fill this mastery slot that are useful for the templates that use the skill.
Fists of Fury- The wrestler attempts to land three hits in rapid succession to the next target that damages you within a 2 tile radius. If successful the third hit will deal direct damage based on the wrestler’s mastery level. The duration of this ability is based on wrestling skill and anatomy skill or evaluating intelligence skill.
I cannot say I have ever even seen this mastery ability work as it claims. I Imagine Hit Chance comes into play for the "Three hits". Either I have never had the third hit land, or it just isn't that powerful a hit to be noticed. But it has promise as a defensive ability, giving a slight risk to be trying to melee a wrestling user.
My point here is not even based off of PvP, I have never tried using this mastery for that as honestly it has seemed ineffective in even PvM. I would love to see this mastery changed and made as more of a way for mages to have some benefit of using it. I am not saying that it should create some form of "tank" mage, But it would be rather fun if mages could have some benefit for choosing this mastery that they can actually make use of. Wrestling for a mage is completely defensive in nature and it's mastery abilities should reflect that.
That's How I feel at least, I am interested in seeing others opinions on this. I don't really want to see another version of a parry mage coming into existence. But at the same time I'd love to see this mastery actually being useful.
Comments
So very soon, unless you have 840 skills mage dexxer bushido or ninja whatever, you can't fight.
They are nerfing the last remaining, useful pure mage pvp template which is not even OP. So I dont think anyone would support this wrestling mastery issue. Nothing useful left for the pure mage in pvp. Zero.
I can't Express how... speechless I am. My pvp friends are probably laughing their heads off. They very best pvp player are not afraid of Parry mages.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
@Ezekial, you're completely correct, wrestling mastery is up there with the most pointless mastery skills ingame. Some are pretty useful, wrestling is pointless. (I actually like the mastery system in itself).
At best, I always thought, at least it may have some usefulness to a roleplayer.
It's like they had absolutely no idea what to do with this one.
A huge shame, as you say, pure mages are suffering enough already - and @Seth, I love the fact you are pursuing this and agree with you of course.
For me, Wrestling specials were quite useful - Stun, and Disarm. These just don't seem to work anymore, cannot remember why (or since when, it's been so long), but for me, it would help a huge amount, if wrestling masteries just enhanced these 2 specials to actually work. They work so infrequently, I don't even bother to use them anymore, but they were a key part of a mages defence.
Good point for bringing this up, just another of those massive nerfs to mages we all forget about, and sweep under the carpet.
@psycho Not sure if they actually tested for the effectiveness of the wrestling mastery before releasing. It seems to be created to fill the void - need a mastery for wrestling, just make it happen, regardless if it is useful for pvm or pvp, there needs to be wrestling mastery.
In eastern Kungfu, unarmed combat can be as lethal than armed combat. The wrong moves could prove deadly for an armed adversary.
There was a game long ago, can't remember the name. Monks in the game can fight unarmed and they have a special move that hits the acupoints of the opponents which my critically hurt them.
Or take real life boxing or karate or Tae Kwon Do, a critical strike means real KO.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Please make the Grizzled Mare a 5 slot mount, it's incredibly rare and deserves it. Some of us have been waiting a long time for this simple addition.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
@Bleak I'd love for you to take a look at this since you are already running a post about Parry. Mages don't need to be overpowered, But they definitely need a semblance of balancing in regards to Melee and Archer templates. Making the wrestling mastery more useful for them is a step in a more sensible direction, I think at least.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
To OP:
Most masteries them are set up as 1 offensive and 1 defensive ability. current ones on wrestle are useless. I have some ideas, obviously not all of these.
Long Reach - when activated your melee range with wrestle is increased to 2 tiles. Mana to activate and stays active allowing specials to be toggled.
Hamstring - forced walk for 3 seconds no bleed. Make it toggleable with animation with short window to hit like shield bash. Duration where it stays ready to proc tied to mastery level. Consume mana when toggled regardless of hit or not.
Passive bola accuracy: give guaranteed bola hit chance at level 3.
Physical Awareness - toggled ability with 5 minute cool down at level 3. When toggled the next hit that would normally land will be dodged
Dazing blow - toggleable. Successful hit Will confuse opponent causing them to lose aggro and unable to re-aggro target for duration based on mastery level and skill (max 6 seconds). Cooldown based on mastery/skill minimum 5 minutes.