I can clear despise spawn start to finish solo in 12 minutes with my necro. Samps are better for the champ but necro is still temp of choice for me for the levels.
I was not trying to say that there are not a few other templates that do very well; only that some things were nerfed so that they stayed balanced relative to other skills/gear at that time. With the explosion of legendary gear, the reason for the past nerf no longer applies.
The key word there being party. I enjoy playing my bard from time to time, but they are really great as part of the team. Using the Masteries to keep guild mates alive as well as cross healing and peace/provo/discoing the mobs during a fight.
I am curious what the OP had in mind though.
A while back there was a video of a bard mage that solo'd dark fathers in doom. This video was from a long time back, before whatever publish put in the skill timer and the dark fathers could themselves
be provo'd to fight each other (after both were discorded). The player then was able to cast spells and provo the summoned undead without skill delay on to the dark fathers until both were dead.
My suggestion for un-nerfing bard skills would be to remove the skill timer from them; it does not make sense to me to only be able to use provo/disco/peace once every 8 seconds if a different template can clear the entire screen in 2 seconds.
Let's un-nerf the thief class.
- Let there be stealing from players in Trammel (it's not like you can't use insurance).
- Let containers be stolen again.
- Put perma-grey back in.
- Create Masteries for thieves (not crate stuff).
...la
I, too, would very much like to see a resurrection of the thief, although my opinion differs on what that would entail. I only play production shards, and with the game being based on gear, I do not think it would make sense to bring back pvp thieving as it existed. I think they had the correct concept with stealing from monsters and wrong dungeon revamp, they just didn't take it far enough.
I would like to see :
- the ability to have a very slight chance to steal rare artifacts from bosses (the same probability as getting the drop)
- a thieves' jail that the thief is teleported to, if they get caught (there would have to be a way to escape the jail)
- a thief mastery that allows the thief to have a chance to stay hidden on a stealing attempt (longer delay timer before a second attempt can be made)
- a thief mastery that allows the thief to steal while equipped with a one-handed item
- a passive thief mastery that lets them steal items of greater weight