The change proposed on lullaby is mainly because I didn’t like how ‘uninspired’ debuff sounded. I know its a mistake gear and its supposed to be bad but I just want to propose the rewording from ‘uninspired’ to ‘drowsy’. Mainly just a wording change, it still remains the same.
Lullaby
A soothing crescent-shaped instrument known to relax one’s body and mind when played, lowering their guard and making oneself drowsy. Only its player can hear the quiet melodies, sure to have them counting sheep in no time. Reworded some of the description.
Tier | UT |
---|---|
MP Cost | 70 |
Effect(s) | On self: Drowsy for 7 seconds, DEF decrease (-10 DEF) for 10 seconds. |
Range Multiplier | x0.25 |
XP Bonus | 4% |
Soulbound | |
Feed Power | 500 |
Loot Bag | |
---|---|
Drops From | The Servers |
This however opens me to the idea of reworking the Pharaoh’s Requiem such that instead of inflicting weak, it would inflict drowsy instead as it fits more on the item description and purpose. It would also be more useful for general use. Also buffed its stat bonuses by 1 for both stats.
As to how Drowsy works, instead of affecting projectile speed, it would instead affect projectile lifetime so as to prevent stacked shots and make it flexible.
Pharaoh’s Requiem
An unusually crafted lute with an ancient style of construction, meant to produce soothing sounds of deep sleep and keep wrathful gods dormant.
Tier | UT |
---|---|
MP Cost | 120 |
On Equip | +5 DEF, +5 VIT |
Effect(s) | Party Effect: Within 4.5 squares Inspired for 4 seconds. |
Pharaoh’s Lullaby: Summons a Pharaoh’s mask that inflicts Drowsy for 3 secs within 2.5 squares every 1 sec. | |
Drowsy Range Multiplier | x0.75 |
Reactive Proc(s) | Pharaoh’s Ward: Upon taking at least 50 damage, protects you with Armored on Self for 3 secs. Inflicts Weak on enemies for 5 secs within 5 squares. |
Pharaoh’s Ward Cooldown: 15 seconds | |
Inspired Range Multiplier | x1.25 |
XP Bonus | 7% |
Soulbound | |
Feed Power | 1,000 |
Loot Bag | |
---|---|
Drops From | Nut |
Mighty Quest Chest |
As it is right now, the debuff ‘weak’ is ironically also weak as a debuff on enemies as it only reduces enemy shot damage by 10%. Sure this can be game changing in end-game dungeons but for the risk the bard needs to go through to inflict it as well as it only really being noticeable is niche scenarios is not worth the effect. Changing weak would also be an option but I imagine it would be difficult to balance as well.
I’d want to suggest this change as it feels like it fits the theme of the bard more with playing around range. However finding the enemies which need to be immune to this would also be a challenge on its own.